Disclaimer : the problem has probably been stressed already but I'm just throwing a new rock in the calm pond.
Yesterday I opened my exploring asp scout for a crew member. I did the journey to Maia with one nice fella, and took a good look at the black hole with another nice fella.
This was a really cool sensation. Especially the flying part, chit chatting between planets, going over surfaces.
We were really just enjoying our time, I feel (more so than bounty crewing where silent CMDRs prone to leave you as soon as you don't make money fast enough are the rule) but this could have been better for the crewmember. It could have been more stable also.
So here's to FD : first off, I'd suggest to give up the "development based on adoption rate" approach. It can't work that way.
Then, just sort out the simple stuff (IMO, not a developper) you can implement.
No activity should be left unrewarded, even by tiny, tiny bits that still give you the feeling you accomplished something. rank, money... Everyone won't agree, but don't overstress balance over nothing. You have to get a sense of progression, even in a bare form, that's what makes you stay.
Then, complete your own vision. I reckon you must have hit a technical end there, hence the only 2 roles available (out of which 1 only was a novelty and the other was reused guardians), and still pretty unstable on top of that. But these 2 roles could be fine if they were polished and complete. Give more controls to the crewmembers. Module management and navigation should be implemented in the end.
And, just a stretch... You've got "npc crew" for fighter con. in "Crew lounge". Implement npc crew for turrets. Make it give a passive bonus to turrets, balance it with costs. Make it able to pilot while you take control of the turrets - you're already doing that with fighter con!
That way, the thing would be complete in the form you chose. and that'd be good for everyone (almost).
Yesterday I opened my exploring asp scout for a crew member. I did the journey to Maia with one nice fella, and took a good look at the black hole with another nice fella.
This was a really cool sensation. Especially the flying part, chit chatting between planets, going over surfaces.
We were really just enjoying our time, I feel (more so than bounty crewing where silent CMDRs prone to leave you as soon as you don't make money fast enough are the rule) but this could have been better for the crewmember. It could have been more stable also.
So here's to FD : first off, I'd suggest to give up the "development based on adoption rate" approach. It can't work that way.
Then, just sort out the simple stuff (IMO, not a developper) you can implement.
No activity should be left unrewarded, even by tiny, tiny bits that still give you the feeling you accomplished something. rank, money... Everyone won't agree, but don't overstress balance over nothing. You have to get a sense of progression, even in a bare form, that's what makes you stay.
Then, complete your own vision. I reckon you must have hit a technical end there, hence the only 2 roles available (out of which 1 only was a novelty and the other was reused guardians), and still pretty unstable on top of that. But these 2 roles could be fine if they were polished and complete. Give more controls to the crewmembers. Module management and navigation should be implemented in the end.
And, just a stretch... You've got "npc crew" for fighter con. in "Crew lounge". Implement npc crew for turrets. Make it give a passive bonus to turrets, balance it with costs. Make it able to pilot while you take control of the turrets - you're already doing that with fighter con!
That way, the thing would be complete in the form you chose. and that'd be good for everyone (almost).
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