Relevant reddit topic I made recently:
https://www.reddit.com/r/EliteDangerous/comments/42hi1n/brainstorming_thread_multicrew/
These are my ideas that can be seen in the comments in the thread:
Weapons
(1) Aside from turret control, have two new missile categories, that can be controlled remotely and manually (think Redeemer from Unreal Tournament). The two variants would be (a) heavy warhead, low ammo, slow speed, easily defeated by point defence and easily outmanouvered by smart CMDRs, however, massive damage if you land the hit; and (b) smaller missile, manouverable, plenty of ammo at the cost of lower damage. The HUD for missile guidance could look similar to SRV turret HUD, but this is a technical detail easily figured out.
(2) Manual Reloads - some kind of mini-game to increase the reload speeds, with the risk of jamming the weapon if done poorly.
Engineering
(1) Manual limpet control - probs very situational, but could be more useful for hatch breakers or in for colletors in a dense asteroid field. HUD for collectors could have the blue rectangula cargo scoop screen (again, details).
(2) Refuelling mini-game - for transferring fuel to other ships when you don't have limpets. There could be some "aim-this-wiggly-thing-correctly" (similar to interdictions, but easier and with changed visuals) to attach some tube (the way fighter planes do nowadays) to tranfer fuel. It wouldn't be 100% efficient to not reduce the meaning of fuel transfer limpets, and the efficiency could depend on how well you succeeded at the minigame (e.g. 75% efficiency at perfect alignment, and then progresivelly less and less, with only, say 15% in worst case). This would reward skill, would allow more interaction without having to be specifically equipped for it and would be an extra activity to do.
(3) Power management 2.0 - huge potential here. More detailed power allocation is a commonly suggested thing, but I'm also thinking this - have the module menu as a part of the "power management" tab, and let engineers overcharge certain modules, with the risk of increased heat and eventually module damage (and after that even hull damage) if overcharged for too long. E.g. 4 pips to WEP, 2 pips SYS would allow to add another pip to Rail gun for overcharge. Now we have WEP with 4 pips, SYS with 1 pip, with the sixth pip in Rail gun, and there are maybe 5 safe seconds before the negative side of overcharge starts occuring. Similarly, 4 SYS pips would allow shield/life support/etc overcharge, 4 ENG woul allow thruster/FSD overcharge and so on. Power management would be an active task, depending on situation, with optimal setup constantly changing.
https://www.reddit.com/r/EliteDangerous/comments/42hi1n/brainstorming_thread_multicrew/
These are my ideas that can be seen in the comments in the thread:
Weapons
(1) Aside from turret control, have two new missile categories, that can be controlled remotely and manually (think Redeemer from Unreal Tournament). The two variants would be (a) heavy warhead, low ammo, slow speed, easily defeated by point defence and easily outmanouvered by smart CMDRs, however, massive damage if you land the hit; and (b) smaller missile, manouverable, plenty of ammo at the cost of lower damage. The HUD for missile guidance could look similar to SRV turret HUD, but this is a technical detail easily figured out.
(2) Manual Reloads - some kind of mini-game to increase the reload speeds, with the risk of jamming the weapon if done poorly.
Engineering
(1) Manual limpet control - probs very situational, but could be more useful for hatch breakers or in for colletors in a dense asteroid field. HUD for collectors could have the blue rectangula cargo scoop screen (again, details).
(2) Refuelling mini-game - for transferring fuel to other ships when you don't have limpets. There could be some "aim-this-wiggly-thing-correctly" (similar to interdictions, but easier and with changed visuals) to attach some tube (the way fighter planes do nowadays) to tranfer fuel. It wouldn't be 100% efficient to not reduce the meaning of fuel transfer limpets, and the efficiency could depend on how well you succeeded at the minigame (e.g. 75% efficiency at perfect alignment, and then progresivelly less and less, with only, say 15% in worst case). This would reward skill, would allow more interaction without having to be specifically equipped for it and would be an extra activity to do.
(3) Power management 2.0 - huge potential here. More detailed power allocation is a commonly suggested thing, but I'm also thinking this - have the module menu as a part of the "power management" tab, and let engineers overcharge certain modules, with the risk of increased heat and eventually module damage (and after that even hull damage) if overcharged for too long. E.g. 4 pips to WEP, 2 pips SYS would allow to add another pip to Rail gun for overcharge. Now we have WEP with 4 pips, SYS with 1 pip, with the sixth pip in Rail gun, and there are maybe 5 safe seconds before the negative side of overcharge starts occuring. Similarly, 4 SYS pips would allow shield/life support/etc overcharge, 4 ENG woul allow thruster/FSD overcharge and so on. Power management would be an active task, depending on situation, with optimal setup constantly changing.