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I am looking forward to multi crew now after initially being pretty 'meh' about the idea.
The quick interaction and social play is a new angle for Elite and I think it will offer a different way to play.
But I would like to see it developed more.
This concept tries to build a dynamic interactive engineer role, where a player is balancing power/heat/repair and a new deflector shield/capacitor.
This would hopefully give a player a skillful dynamic role where they would have to be fully engaged and crew members would have to talk to eachother to get the best out of a ship.
It is also a way to give those empty chairs in the Vulture and FDL a role.
I forgot to put the power usage bar on the left of the display.
This role is open to griefing and would be for 'trusted' players that could be found from the current multi player experience.
From reddit discussions I would probably break this into the 3 panels so you could quickly access hard points or modules etc and select sub systems quickly in vr or a keypad.
But I wanted this role to be complex to feel skilful, it wouldn't be for everyone but neither is the gunner role.
I think a lot of us love building skills with a game, becoming the best at it, finding different ways to run a ship.
And I would like to yell 'I'm given you everything she's got cap'n!!'
Nice concept and kudos for putting it out clearly. Hopefully the thread will stay focused in proposing some community created ideas without dwelling too much in what FD does or does not, should or should not
I think the way you layed out the graphics highlights an important concept that would make the role integrate nicely and that is that it should optimize existing capabilities so that you can get more out of the ship without the need of “magic pips”. In other words it should allow to fine tune what the helm can already do crudely.
In principle I would allow the “Engineer” role as you described to be taken by any crew or even the helm as, it would take some real skills to be able to make use of it efficiently so why not rewarding that.
I really like the idea of “overcharging” a system at the expense of damage and more heat. It is a nice trade off. Overcharging the power-plant itself could be an option too (this may perhaps cost some mat resources).
I like the "deflector" concepet less simply because it does not fit current gameplay as nicely as the others.
The heat management is something that could be expanded further by allowing the engineer to throttle and prioritize heat dissipation. Currently the helm has only three very crude options, heat vents on, silent running (heat vents closed + no shields) and the heat sink. The Engineer could modulate heat dissipation where the trade off comes from being more or less easily hit by gimballed/turreted/seeker weapons when more heat is vented.
The shields management concept is also great, weather it is as fine grained as you depicted, in quadrants or just fore and aft is almost irrelevant is the active management that counts. It would be even better if there was some shield properties that could be changed to better counter the attack and some equivalent weapons property that could be tweaked to get around it. Artemis uses the “shield frequency”, but could be anything really.
I think a good test for all this feature would be: would it work on a Vulture, FDL, or even an ASPx as these are all ships where turrent make little sense and cannot support fighters.
A non combat-focus role is whole different conversation …