Multi crew + conflict zones

Does anyone use fighter pilots in conflict zones? I recently started doing res sites again, got bored of them years ago,now I let fighter pilots join my T-10 in open play, actually been a huge amount of fun.

Plan is to finally unlock Juri and Dekker, so I'll be doing a few conflict zones. What will happen at res sites or conflict zones if one of my pilots is not good with trigger discipline?

90% of the time cmdrs that join my ship are experienced, occasionally someone joins and gets us all wanted. Is it not worth the hassle with the new C&P changes?or maybe stick to anarchy for combat multi crew?

Cheers
 
Multicrew Crew can be amazing fun, or the occasional disaster. As I recall, if you put enough hits on an ally, the entire CZ goes hostile, but there are no bounties or such like. You can drop straight back in (assuming you get out alive)
 
Does anyone use fighter pilots in conflict zones? I recently started doing res sites again, got bored of them years ago,now I let fighter pilots join my T-10 in open play, actually been a huge amount of fun.

Plan is to finally unlock Juri and Dekker, so I'll be doing a few conflict zones. What will happen at res sites or conflict zones if one of my pilots is not good with trigger discipline?

90% of the time cmdrs that join my ship are experienced, occasionally someone joins and gets us all wanted. Is it not worth the hassle with the new C&P changes?or maybe stick to anarchy for combat multi crew?

Cheers

the good thing about multicrew is, that if you set your goal to bounty hunting, disbanding the crew will clear you of any wanted status your crew caused. you may still have to pay it off, but you dont have to wait for hours or days.
wonder how that will change in the new patch.

conflict zones have been more fun to me with my friends in my type9 launching both fighters.
if the whole zone turns red, its a matter of jumping away fast enough, which shouldn't be a problem with a type10 as it has the second highest MLF
 
Same here. I often use cutter, sometimes T-10 with SLF in CZ's. if I have multicrew, I usually say I'm going to jump out immediately if we get wanted even if a fighter is left behind. Then after leaving, I come back to the CZ where the status is reset. if there happens to be a wanted status from misfire (but no death) usually from a RES, it's usually short, 8 minutes or less.
 
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Took a crewman to CZ last night. Total hoot. Had put a big twin bay fighter bay in my ship so he could jump back in a fighter every time he died.
 
Thanks everyone, my question was more about the new changes to the crime and punishment system. So you think we still be able to jump out and back in? Or simply disband the crew?

I only had a few days to test beta, didn't get a chance to test multicrew. I did kill an authority ship, then let reinforcements kill me, ended up in the detention facility with a very large fine, worried about a trigger happy cmdr killing a clean ship.
 
If someone commits a crime it ends the multicrew session immediately, booting the crew from your ship (assuming you're using the matchmaker, I think MC with friends works differently) That's unless you're matched through the piracy option, which means anything goes.

The crew has the option of refusing payouts, which also means they're cleared out of any crimes they or other crew committed during the session. I think the host has to still pay the fine, though. Not sure about how the new C&P affects this but since the session ends at the first crime it's unlikely they'll get to actually murder someone.
 
Thanks everyone, my question was more about the new changes to the crime and punishment system. So you think we still be able to jump out and back in? Or simply disband the crew?

I only had a few days to test beta, didn't get a chance to test multicrew. I did kill an authority ship, then let reinforcements kill me, ended up in the detention facility with a very large fine, worried about a trigger happy cmdr killing a clean ship.

there is one thing about multicrew and c&P -> there was something in the patchnotes:

Crime

  • Crime & Counter Crime system overhaul, including Advance Tactical Response (ATR)
  • When the player is destroyed they are not necessarily returned to the last port they docked at, based on a prioritised list of rules
  • If players are destroyed when a bounty has been detected they will respawn at a detention centre
  • Players that join a Multi-crew session in someone else’s ship, and commit a crime, have a corresponding fine/bounty added to their own most valuable ship
  • Players can store hot modules (modules applied to a ship at the time a crime is committed)
  • Players can clean ships (and any hot modules applied at the time) through an Interstellar Factor contact by paying the bounty/fine
  • Players can sell hot ships from the shipyard for a markdown
  • Access to port services including ship transferring/storage/retrieval/selling are limited if the player docks in a 'wanted' ship (bounties and fines) applicable in that jurisdiction, and where transfer is possible, the cost is increased
  • Power bounties are issued instead of normal bounties for criminal acts to do with valid Powerplay interactions
  • Players can see details on fines and bounties in the wanted ships cockpit, the shipyard and the ship transfer screens
  • New crime recognised: "reckless weapons discharge"
  • Bounties and fines incurred by players are applied to the ship that the crime was committed in and never go dormant
  • Interstellar bounties are created when the combined fines and bounties for factions aligned with the same superpower breach a threshold

I didn't follow the C&P topics of the beta forums, but i wonder if ANYONE has actually tested that out, because it sounds just wrong.
 
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