i like multicrew
the ability to just join a friend in his ship somewhere far away, and do things together ad-hoc -> sounds wonderfull
but then,
im facing countless bugs and design flaws, that are so obvious, that i wonder if its even worth reporting them.
i usually have my friend join my ship, despite the abysmal compensation he gets from that activity.
these last few days, we tried the reversed role and now i know both perspectives.
first from the pilots perspective:
when i invite someone, i have to specify an activity - out of the 10 possible activities, only two wont end if someone accidentally commits a crime
for some unknown reasons, the community goals are listed as possible activity, when the crew will not get any participation points in the CG anyway
if i want to make my ship multicrew ready, i have to fit certain modules, or else there is nothing to do for the crew, except moving a pip around and preselecting targets.
for gunner, those modules are namely several "scanner" utilities, that are not mostly not working correct (the scan data is not synchronized with the helm)
As weapons, we got some multicrew only weapons added, but except for the AX Flak, all those come with a severe DPS penalty. someone please explain me that.
giving the gunner access to the limpets is mostly pointless, as
- prospectors are fired straight forward aka only the pilot can aim with them
- collector limpets require pilot to open the cargo hatch, and most of the time, you use them in auto-collection mode anyway
- hatch breaker may work, haven't tested yet
- repair, refuel, decon and recon limpets - no point in delegating those IMHO
last but not least - what ship?
the majority of ships is designed to use fixed weapons, so turrets are not really effective anyway.
so you not only sacrifice offensive potential, buy outfitting an at least 30% weaker turret, you may not even gain much advantage from them anyway.
oh, did i forget, flechette turrets are still not working, despite them beeing copy&pasted flak turrets...
from the gunner perspective: (combat only, as multicrew mining is a another can of worms)
1. the HUD is aweful. in supercruise i can hardly see where we are moving, because no orbit lines
2. gimped control. as pilot, we get a wide array of possible keybinds to select targets, and their subsystems. as gunner we are down to "next hostile", "highest threat" and "target ahead"
-> but those locks do not prevent your weapon to auto-aim to whatever comes close to your target pointer
-> no subsystem lock, when thargoid interceptor require you to aim at them, and unmanned turrets can do that
-> in external no radar for orientation, limited target information, etc...
3. i thought gunner turrets rotate faster as bonus -> doesn't feel like it
4. can't do my job in supercruise -> scanning targets works in normal space in all directions, in supercruise i cant get into the external camera, nor can i use the Discovery scanner
5. rewards:
-> credits are only a fixed % interest from trade profits (non mission)
-> mission rewards are only shared if it was a wing mission
-> combat experience is the split - if there is an npc crew onboard, you can shoot elite npcs for hours and wont notice any reward here
-> community goal wont register any combat bonds gathered as gunner
-> materials and data: even if the helm's storage is full, as gunner i get nothing,
6. Fines
-> a fine for reckless flying is not split, but applied to helm and crew equally
-> if a multicrew session is forcefully ended because the gunner gained a fine for reckless discharge, the pilot needs to relog to be able to clear the fine (bugged)
from the SLF pilots perspective:
1. no complaints there, except for the lack of non-combat SLFs
TL;DR:
Multicrew with gunner - you have to gimp your ship to make it work,
youre crew gets less rewards then in solo, and penalties for crimes are multiplied
FEDV - you could at least fix the rewards with a server side patch... (and fix those multicrew only weapons)
the ability to just join a friend in his ship somewhere far away, and do things together ad-hoc -> sounds wonderfull
but then,
im facing countless bugs and design flaws, that are so obvious, that i wonder if its even worth reporting them.
i usually have my friend join my ship, despite the abysmal compensation he gets from that activity.
these last few days, we tried the reversed role and now i know both perspectives.
first from the pilots perspective:
when i invite someone, i have to specify an activity - out of the 10 possible activities, only two wont end if someone accidentally commits a crime
for some unknown reasons, the community goals are listed as possible activity, when the crew will not get any participation points in the CG anyway
if i want to make my ship multicrew ready, i have to fit certain modules, or else there is nothing to do for the crew, except moving a pip around and preselecting targets.
for gunner, those modules are namely several "scanner" utilities, that are not mostly not working correct (the scan data is not synchronized with the helm)
As weapons, we got some multicrew only weapons added, but except for the AX Flak, all those come with a severe DPS penalty. someone please explain me that.
giving the gunner access to the limpets is mostly pointless, as
- prospectors are fired straight forward aka only the pilot can aim with them
- collector limpets require pilot to open the cargo hatch, and most of the time, you use them in auto-collection mode anyway
- hatch breaker may work, haven't tested yet
- repair, refuel, decon and recon limpets - no point in delegating those IMHO
last but not least - what ship?
the majority of ships is designed to use fixed weapons, so turrets are not really effective anyway.
so you not only sacrifice offensive potential, buy outfitting an at least 30% weaker turret, you may not even gain much advantage from them anyway.
oh, did i forget, flechette turrets are still not working, despite them beeing copy&pasted flak turrets...
from the gunner perspective: (combat only, as multicrew mining is a another can of worms)
1. the HUD is aweful. in supercruise i can hardly see where we are moving, because no orbit lines
2. gimped control. as pilot, we get a wide array of possible keybinds to select targets, and their subsystems. as gunner we are down to "next hostile", "highest threat" and "target ahead"
-> but those locks do not prevent your weapon to auto-aim to whatever comes close to your target pointer
-> no subsystem lock, when thargoid interceptor require you to aim at them, and unmanned turrets can do that
-> in external no radar for orientation, limited target information, etc...
3. i thought gunner turrets rotate faster as bonus -> doesn't feel like it
4. can't do my job in supercruise -> scanning targets works in normal space in all directions, in supercruise i cant get into the external camera, nor can i use the Discovery scanner
5. rewards:
-> credits are only a fixed % interest from trade profits (non mission)
-> mission rewards are only shared if it was a wing mission
-> combat experience is the split - if there is an npc crew onboard, you can shoot elite npcs for hours and wont notice any reward here
-> community goal wont register any combat bonds gathered as gunner
-> materials and data: even if the helm's storage is full, as gunner i get nothing,
6. Fines
-> a fine for reckless flying is not split, but applied to helm and crew equally
-> if a multicrew session is forcefully ended because the gunner gained a fine for reckless discharge, the pilot needs to relog to be able to clear the fine (bugged)
from the SLF pilots perspective:
1. no complaints there, except for the lack of non-combat SLFs
TL;DR:
Multicrew with gunner - you have to gimp your ship to make it work,
youre crew gets less rewards then in solo, and penalties for crimes are multiplied
FEDV - you could at least fix the rewards with a server side patch... (and fix those multicrew only weapons)