I quite enjoy the occasional multi-crew blast.... having a gunner to scream orders at while being screamed at to try and fly the ship in a certain way while in a hi-cz does add to the fun.
Bill
"Concentrate all firepower on that cutter's PP"
"Jeez how close you gonna fly to it"
"All hands prepare for ramming"
"Bill you are one crazy bleeping bleeping bleep bleep and I'm never gunning for you again"
"Same time next week?"
"Sure"
Simple fix. Give the captain a target reject option for authority vessels. Basically turrets won't lock to them or fire on them regardless of who is firing or what.
On those occasions you had to kick well-intending ones: Was there no coordination? I would assume one of the first things to do is to chat and try to organise who is doing what. Doesn't that happen?
When I am being shot at by 4+ players there is no time to chat. And especially not to wait for them to even figure out how to get out of the gunner seat. And I have said this before. But the main thing is I am being driven crazy by constantly having to say "get out of the gunner seat". Over. And over. And over. And over. And over. And over. And over. Again and again and again.
When I am being shot at by 4+ players there is no time to chat. And especially not to wait for them to even figure out how to get out of the gunner seat. And I have said this before. But the main thing is I am being driven crazy by constantly having to say "get out of the gunner seat". Over. And over. And over. And over. And over. And over. And over. Again and again and again.
When I am being shot at by 4+ players there is no time to chat. And especially not to wait for them to even figure out how to get out of the gunner seat. And I have said this before. But the main thing is I am being driven crazy by constantly having to say "get out of the gunner seat". Over. And over. And over. And over. And over. And over. And over. Again and again and again.
Maybe they're making some crazy assumption that since being a gunner is one of only two things you can actually do in multi-crew and you have your ship open to multi-crew, you want them to be the gunner. I mean what do you actually want them for, just to tell you you're an awesome guy?
I see some of you ganging up on 'ol Punished, but it seems from my perspective that the fact that we're even having this discussion is proof enough that there is a real problem with MC.
Also, I know for a fact that he has a Vette and is constantly in PvP battle with it, how many of you guys who are running down his points really have any experience with the mechanic?
Additionally I would opine that it looks lame, has connectivity issues that make winging up and instancing with players actually seem quite awesome, is clunky and user unfriendly, and woefully unrealized given the fact that when people heard "multicrew" as a big part of Horizon's they probably imagined something cooler than running some turrets and being a magical pip. I know I sure did. And is apparently abandoned as a "take it or leave it" mechanic with no apparent plans going forward.
Since multi-crew is broken and suppose to be a main feature of 2.3 and doesn't seem Frontier can fix it, can they at least provide us with another mini expansion to compensate
Can't split mission tasks or rewards across wings.
Still no concrete answers on any of these things. Really bad show.
I wish there was some confirmation that mult-crew was going to be further built up, for currently it just seems like time and resources wasted on something that is ultimately pointless.
Yeap. I've disliked the game more with Every 2.x update. 2.1, 2.2 and 2.3... all have been a slide into chao. Inviting random people was only ever going to have random outcomes... Great if you have a group of friends to play with, sucks if you don't.
Maybe they're making some crazy assumption that since being a gunner is one of only two things you can actually do in multi-crew and you have your ship open to multi-crew, you want them to be the gunner. I mean what do you actually want them for, just to tell you you're an awesome guy?
All I ask is that the activities of my crew does not interfere with my flying and fighting. And that is all that MC seems to do. Fighters I don't mind as long as they shoot the enemy. That is when they game doesn't destroy them the moment they come out the hangar. But the gunner role does interfere. I lost control of my own darn weapons to some random who doesn't even realize he took control of them. I can't fire the missiles. And neither can they. The aiming system for gunner is just plain bad. It can be fun for sure against AI. But as far as being useful in pvp it is far from it. Also multi crew has a very nasty habit of causing DCs and crashes. Which makes me mad. Which makes my opponent mad. It makes everyone mad. And between all this madness that's why I have pretty much quit using it entirely. Using multi crew is statistically more like to be a pain than a pleasure.
Simply placing a lock on the gunner role would solve all these problems.
(How many times do I have to say it Fdev? I said so on the first day of Beta and for some reason I am still saying it now. Stand up and admit you made a mistake and fix it)
Maybe I should make my argument into a meme...only way anything ever gets done around here.
I totally agree. Multi crew is already too broken. I really love the idea of multi crew and I love to take random people as crew on my ship. Sometimes this works well but ...
1. often crew jumps into the gunners seat not knowing how to get into the gunners view
2. as soon as my gunner jumps into the seat all my turrets stop fireing. DANGER.
3. if my gunner is not able to find his fire button within 10 seconds I fire HIM to survive
4. gunners often don't know that there are additional turrets on the 2ndary fire button
5. having turrets on my ship does NOT necessary mean I want a gunner using them
6. no option to forbid the gunners use even if I mentioned the need quite early
7. the crew often says: "you don't have any fighters" which is not true
8. the crew often is not able to take a fighter, reason unknown
9. the crew disconnects as soon as it jumps into a fighter
10. the crew looses all credits made as soon as the session crashes
11. I often have to tell my friends: "sorry, I can't wing up, I currently have a crew"
12. I often have to tell my friends: "sorry, I can't take a crew, I am currently in a wing" And the most annoying happening so far:
My good friend begun to shoot me down because he accidently thought I was somewhere else. How could that happen? Well, that was easy. He saw a fighter shooting him. That was my random crew. He got his name and assumed it was the name of the Commander of the main vessel. >.<
I totally agree. Multi crew is already too broken. I really love the idea of multi crew and I love to take random people as crew on my ship. Sometimes this works well but ...
1. often crew jumps into the gunners seat not knowing how to get into the gunners view
2. as soon as my gunner jumps into the seat all my turrets stop fireing. DANGER.
3. if my gunner is not able to find his fire button within 10 seconds I fire HIM to survive
4. gunners often don't know that there are additional turrets on the 2ndary fire button
5. having turrets on my ship does NOT necessary mean I want a gunner using them
6. the crew often says: "you don't have any fighters" which is not true
7. the crew often is not able to take a fighter, reason unknown
8. the crew disconnects as soon as it jumps into a fighter
9. the crew looses all credits made as soon as the session crashes
I have a feeling Fdev is a top down company, edicts from on high and don't proffer suggestions unless you're in management or fairly high up... I used to work in a company like that, not a fan.
To be fair they did sell it as much more than what it turned out to be.
Err AFAIK, Elite has always been a single player game. It's never needed MC and it's certainly not Star Trek Bridge Crew... So what did people expect? Unless we get a whole lot more stuff to play with on our MC terminals like STBC having multicrew is pretty much a waste of time.
In fact of the three updates during Horizons, multicrew and engineers has further divided the player base. If you have a lot of play time to invest in the RNGineers, great, you can mod your ships to be a lot more effective than stock builds. If you don't have a lot of play time, well you are at a pretty big disadvantage.
If you are the kind of person who has a good network of in-game friends that like to wing together and are happy to multicrew together, again you are at an advantage over single player members of ED. This was certainly my experience of trying STBC where you play with a load of random people (unless you have a bunch of like minded friends), with predictably random results.
For me, these 'upgrades' to ED have been, to an extent, also a weakening of the games community.
Multicrew has an additional issue that needs to be addressed, and that is the already steep learning curve new players have to deal with. If we have advanced detailed surface scanning, weapons and ship sub-system management much like STBC, the learning curve will be so much more. It will force the game into a similar multirole game only, simply because it will be too much for one person to manage. If you haven't tried stbc on your own, this will soon be your experience of it. You can play it on your own, but it's not a fluid, comfortable experience. This is definitely NOT the direction I want to see Elite Dangerous going down...
As for the RNGineers, sadly I think we are now stuck with them. It has diversified the player base enormous, between those who still fly pretty much stock ships and those that fly ships with God rolled modules. This is not skill based, only time invested based. If you play 30 plus hours a week, chances are you have a good number of well engineered ships. Play for a couple of hours max per week and chances are you have no modded modules at all! Not even an FSD. Put these two players in Open and the result is inevitable... This ship build diversity is its own worse enemy to the games cohesion.
Part of the problem is that we like to win. We want the odds stacked on our side... FDev gave us that in the RNGineers, but I don't think that was a wise move. It's only served to widen the disparity between players. The PvE and PvP sides of the community has a growing chasm, a new player not only has to get a good ship, the best A rated modules but also now go and get God rolls to effectively compete in PvP, meaning that a lot of people will settle for PvE simply because they really don't have any other option any longer, without investing shed loads of time in RNGINEERING, which may people simply don't have.
I see some of you ganging up on 'ol Punished, but it seems from my perspective that the fact that we're even having this discussion is proof enough that there is a real problem with MC.
Also, I know for a fact that he has a Vette and is constantly in PvP battle with it, how many of you guys who are running down his points really have any experience with the mechanic?
Indeed, Punished Mobius is actually the CMDR in my OP so I fully understand his frustrations and have been in the exact situation he describes.
And even as a non-PVP feature it's useless, I was guiding a new player round the CG over the weekend and when the multi-cannon ammo on his Viper ran out in the RES we figured we'd led him loose on my fighters for a bit.
It took us 6 attempts and around 20 minutes of closing and opening the game and changing play modes before we could actually get a connection stable enough not to crash as soon as he deployed the fighter.
And even then his connection would take up to 90 seconds to rejoin after a hyperspace jump, and it made the whole session REALLY laggy. Enemies rubber banding all over the place, and some of them even respawning multiple times with varying amounts of hull remaining.