Making Multicrew functional and fun - adding gameplay for Shields and Engines.

Now that Multicrew has been rolled into Wings (a good change, in my opinion), it still leaves the problem of WHY you should multicrew.

Multicrew wingmates can essentially do four things: redistribute their distributor energy, control turrets, control some utilities, and fly fighters.

Unfortunately, of these four things, three of them are either neutral or actively harmful. Turrets, for example, are usually only included in ways that the main player can use them effectively. In general, giving another player control of them makes them LESS effective, not more, as instead of automatically shooting at the main target, the player tends to shoot other things. Controlling utilities is a similar vein; the pilot is the one who knows when these things should be used, NOT the multicrew member. Typically giving the multicrew members shield cell access just results in overheating, whether accidental or on purpose.

The only place that multicrew is functional is with fighters, and even there, the multicrew member gets a significant nerf to their income compared to flying their own ship, even if they were flying a sidewinder that did significantly less damage than the fighter.

So I have a series of suggestions to make Multicrew more engaging and interesting.

1. Change turret control from global control to overcharging one single turret.

When a multicrewmate takes over your turrets, there is little benefit. They can ignore chaff, true, but that's only relevant in a small number of cases, and most builds with turrets are designed to function with or without a multicrewmate at the controls, and in fact work worse with them there.

So change the turrets. Rather than controlling ALL the turrets, place the camera mounted directly to the turret itself, and overcharge that specific turret to Fixed weapon damage levels. This gives a more immersive and effective bonus.


2. Add similar minigames to other functions(shields, engines)

On top of the change to turrets, players should have ways of helping with all ship functions. For shields, give players an overlay of the ship, with the ability to intensify shield strength over specific quadrants. For example, on the front of the ship, or the top, or the back, or any other of the eight sides. This would give additional multiplicative strength to that part of the shield, so players need to pay attention to where the enemy is firing and increase shield strength there.

As far as Engines are concerned, there could be a minigame displaying thruster camber and fuel flow. By modifying them, you could move the boost performance in various ways; one way to give more speed, another for greater maneuverability, a third for weaker boosts but shorter boost cooldown.

3. Put bonus distributor energy under Pilot control.

Having the extra distro pip is nice, but needing to rely on the multicrew member to control it usually results in it just sitting still rather than being available for change. This results in less complex gameplay, not more complex play, making the game simpler and less interesting.

This could be easily fixed by letting the pilot control them freely.
 
Yeah, no, that sounds horrible. As to your statement that they make less then in their own ship, it makes sense, they risk nothing and gain everything.
 
I think that when it comes to turrets solution would be to add in big/medium ships one or two additional hardpoints for crew controlled turrets. This turrets would be only for crew in first person view - no pilot or AI control.
 
I think that when it comes to turrets solution would be to add in big/medium ships one or two additional hardpoints for crew controlled turrets. This turrets would be only for crew in first person view - no pilot or AI control.
I considered that, but it has the difficulty of requiring extra modeling on each ship. Much easier to just overcharge an existing hardpoint.
 
Yeah, no, that sounds horrible. As to your statement that they make less then in their own ship, it makes sense, they risk nothing and gain everything.
As opposed to a wingmate, who can just sit outside the battle and tag enemies just before they explode to get a 100% payout?

Not to mention the fact that a multi crew mate cost the primary player another player in a ship, reducing the overall strength in battle.

Anyway, why do you think it sounds bad? I rather enjoy the idea of frantically switching between stations, sitting Shields at one station, then switching to engines have another, then back to the turret at a third. Gives a real sense of actually being a crew.
 
While I'd love a new expanded MC (which would make total sense) FD ruled it out by making piloting with one person as it is: easy and painless.

To me, its a dead end having new pips- I'd rather invent new gameplay regards scanning and identifying threats (and that the scanner could find weaknesses in shields, or tune weapons to breach shields in real time), or being some sort of AWACS officer in a wing (to see cold running ships and so on- although then you'd need stealth gameplay to begin with).
 
Yeah, no, that sounds horrible. As to your statement that they make less then in their own ship, it makes sense, they risk nothing and gain everything.

Honestly the argument over this sort of stuff being disregarded because of credit gains is worthless due to how easy it is to gain credits these days.

Just make the credit rewards 100% per kill for each crew member, just like wings. Nobody cares.



As for OP's ideas, I like them. Having a dedicated "crew turret" could be quite nice. Maybe a new hardpoint that can only fit a turret that's useless to a solo commander. Imagine a massive one on the top of the Type 10!

I'd keep the current gunner role, reworked to be a more "Tactical gunner" role that can call targets and things.

For the shield stuff, directional shield adjusting could be quite cool. I think there was a thread about "huge" ships kicking around a while back, and they could be ships with multiple shield generators. Requiring a bit more work to function at peak.

The bonus pips, yeah, a fighter can't even use them when they're in fighters. Either give it to the helm, or let the new shields/systems guy take over it.

And then up crew size to 4 where you can, so you can have a full crew on a single ship. 1 Helm, 1 Turret, 1 Tactical Gunner, 1 Shields.... oh.... and then your NPC as SLF I guess. Oh well, choices.


Other quick Multicrew wins I'd like to see:

  • 100% bounty per person as I said earlier
  • All missions shareable, and crew able to cash them in during the session
  • Maybe share engineering materials too? 3 for the helm, 1-2 for a crew mate? Would be a very good incentive to crew up in my opinion.
 
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