Multi-Crew and the impact on Comms

At the moment, communications are ship-to-ship, and are over the following channels:

1. Text to LOCAL - this is a local text broadcast to your instance, all ships in the instance see the message
2. Text to Contact - this is a direct text message to a contact (another ship), only the recipient sees the message
3. Wing Voice Comms - this is the immersive "Roger-Wilko" static voice comms between members of a wing. Only members of the wing hear the message

I am assuming/hoping that once we have multi-crew (i.e. all commanders sitting in the same cockpit), they do not need to be in the same wing to do so. I can understand the concept of a wing of ships, but not a wing of people sitting in the same room, who can turn their heads and see each other (although admittedly at present glued to our seats). That is a crew, not a wing.

I would like to suggest that we have a further voice comms channel "CREW", which will allow players to voice chat (without the "Roger-Wilko" static) with players in the ship (i.e. the comms are not received outside the ship). This can also include a text interface (not just voice), and the text interface would result in a text bubble appearing above the player's head (as per most other MMOs)

This also leads on to later seasons when we are walking around. I appreciate that voice comms in a busy station or bar for example, will be difficult to manage, so, as in a lot of MMOs, we will be using text to communicate with other players. I would hope that we can have "TALK" and "WHISPER" channels for this, so when we use "TALK", a text bubble would appear above the player's head (overheard discussions), whereas whispers would be directed at another player, and the voice bubble would not appear.
 
A search found this post, so I'll just tack this on here.

In a 2.3 live stream I heard Sandro mention that maybe MC voice comms should be cleaned up. I'd like to take this one step further and say that all voice comms within a certain distance be without static. So in the ship, and with fighters and wings, say up to 2km or maybe 5km, there is no static. And then you would have light, medium, and heavy static depending on how far away from each other you are. I'd make the current level of static equal to medium. Also, add a slider to the audio controls to regulate static, so players can fine tune it to their preference or eliminate it altogether. Personally, I like the voice comms and a bit of static because they are convenient and easy and I don't like using 3rd party tools. But it seems the most complaints about in game voice comms are about the static.
 
it's a bit silly really. Apollo could talk to earth through an atmosphere and 300 000km distance in the 20th century. And you get more static and wonky sounds in elite at ANY distance in the 34th century.
It's not only unrealistic and annoying, it makes my ears bleed and practically forces people to use third party tools. Which seems to be a thing with the entire game really. In game tools are unreliable or unusable and people are forced to use external help to fix the issues with the game.
- Trading: Ingame: Fancy lines, sometimes displaying routes that actually loose you money. External: View prices, find routes, find where to buy something specific cheap, find where to sell something expensive, etc
- Exploration: Ingame: Have a map with star classes. 1000ly route finder. No info on anything you haven't scanned or bought. External: Route finder, including neutron stars for any distance. List of planets and their contents. Filter for specific materials nearby.
- Mining: Ingame: Click every star and hope it has a pristine resource ring and a station. Wait 20 seconds every time you open the system map. External: Filter systems with pristine rings and spit out a list sorted by distance.
The list goes on and on and on. The provided tools are so crap, it forces people to make their own.
 
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