Multi pilot saves

MULTI CHARACTOR SAVES.
I brought , I mean ,'we' brought this game, my sister and I, we share the game time. ( don't want to go there,bbbuuttt. so frustrating when she crashes /picks fights -causes trouble. Especially when I have spent a long time trading for money ,just to have it blown cos..'some-one else' decides to go too Leeste and get blown up and torments 'code'.)
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.I need my own pilot!
So , WHY! cant there be multi saves pilots ?
gta ,skyrim, ..in fact EVERY OTHER GAME, we own ,Online or off line game allows multi player save. except this game.
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ONE game purchase = One player! One pilot ..COME ON!:mad:
 
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Yes. While I like to consider the reasons behind every decision FD makes, I can't think of a single remotely plausible argument for the limitation. +1.
 
I kind of understand the single character per account deal. I've played many an online game that was like that. Personally I really like the idea, though I'm an only child so I don't usually run into an issue with it.

The idea is that the person behind the screen and the pilot are one and the same. The pilot isn't just some incarnation of the player. CMDR CHristina isn't your 'character', it's you. RPing isn't really a part of this discussion - it's about accountability.

That's my take, at least.
 
[...] The idea is that the person behind the screen and the pilot are one and the same. The pilot isn't just some incarnation of the player. CMDR CHristina isn't your 'character', it's you. RPing isn't really a part of this discussion - it's about accountability. [...]
Well, okay, but what's it for? How does this affect anything or anyone else? Given that we can clear our saves and restart with a new name anytime, how does it make us more accountable? Forgive me for being dense, I'm sure I'm missing something terribly obvious, but I honestly can't see it - I'd be grateful for a clear explanation.
 
Well, okay, but what's it for? How does this affect anything or anyone else? Given that we can clear our saves and restart with a new name anytime, how does it make us more accountable? Forgive me for being dense, I'm sure I'm missing something terribly obvious, but I honestly can't see it - I'd be grateful for a clear explanation.
It's not something you're supposed to really get, it's just really how the designer has decided they want the experience to be.

It's like framing a piece of modern art, hanging it crooked and calling it THE LIFE OF MY ANGUISH TEARS. You have to tilt your head to read some of the words.
It doesn't really make a lot of sense. It's just what the designer intended. This again is my take, who knows what FD is actually thinking - I'm willing to bet you understand this much perfectly.

In my personal projects, the one character one account thing is there because if you suddenly decide on going in a new direction, I want you to have to deal with that in the game - not just load up a new character and put their starting stats in something else.

I guess the parallel is this: If after serving the feds for a long time you decide to defect due to some issue you have with them, you have to deal with all the repercussions of having been a fed when joining the empire. This means repairing a potentially negative rep. A brand new character wouldn't have to deal with this. This is especially true with social interactions (and especially true if you're a notorious pirate/at/psycho).

I would assume that FD puts more value on these kind of aspects (accountability) than they do with the idea of you just starting from scratch on an empire explorer character.
 
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I've been saying this from the start. This is the only game I play that has this limitation.
It's even more relevant with the introduction of power play. It means that you can only ever be with one faction, you've no chance to try out different playing styles...
 
I quite like the limitation.
You make mistakes early in your career and can restart your save.
Once you've progressed a certain distance into the game, you no longer want to lose your accumulated progress.

The other side is the reputation angle. You make friends while making enemies. At some point you might need to work with those enemies, so you need to work on building reputation with them. It's a basic way of ensuring that your actions can have long term consequences.
"You reap what you sow"
 
there's also, as mentioned above, different styles to play. why cant I have 1 save as a Trader in fed space and when I 'feel' like just cruising along another pilot on the 'other side of the known galaxy.'well away from all the 'action'--neither save would benefit the other, they would be completely different pilots.---in fact they would affect each other by their action if on opposing factions?
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( as an example. when away exploring I cant 'try out one of the new ships'with a second pilot hanging around "known" space I could.
I cannot understand why not?
what's the difference if I don't log on for a few weeks , or play a different pilot / role for a few weeks?
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""You reap what you sow" ... no problem with that . I'll reap which every 'pilot' I'm playing, or ,in my own case.. "we" will reap what ever "we" do......
((thinking)).... would need a code word for each pilot..wouldn't want my sis smashing my ships up......which is happening AT the MOMEnT...arrggg......am NOT looking forward to her getting a driving licence in a few years....
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" If after serving the feds for a long time you decide to defect due to some issue you have with them, you have to deal with all the repercussions of having been a fed when joining the empire."
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So if my sis wants to play fed and I want to play imp, We have to buy another game! then ,that's my point, No other game I have needs me to buy a second copy to play a different way,i just load up a different character ,not a new one.
For example.Skyrim you play and reap what you sow' for that character.but I can save that .eerrm..fighter in river dale.. and/or choose to load up my saved mage in the mountains etc.
 
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Thank you, Psycho Romeo and Zenith, for answering my question. Much appreciated. :)

[...] If after serving the feds for a long time you decide to defect due to some issue you have with them, you have to deal with all the repercussions of having been a fed when joining the empire. [...]
[...] At some point you might need to work with those enemies, so you need to work on building reputation with them. It's a basic way of ensuring that your actions can have long term consequences. [...]
Okay, I understand where you're coming from now. That makes sense, at least on paper. I have to ask, though, whether this accountability is actually the case in practise?

At the moment, bumming around the galaxy in the release game, I'm listed as 'friendly' with the three main factions, 'allied' with a planet or two on one side and have accidentally acquired military rank in another. None of the other factions have ever seemed in the least bit bothered when I'm suddenly working for the enemy.

In the 1.3 beta, we get some accountability: the new Powerplay rules mean that if I join a faction and subsequently leave my chosen faction, I'll be hunted by my former allies for a set time (up to five days, I think), depending on my rank when I left. Is there any more accountability than that in the game? My military rank isn't high: perhaps there are more consequences at higher ranks?

While accountability is a good thing in my view, FD's approach to it doesn't suggest that they consider it a high priority - and future plans notwithstanding, it doesn't look at all like their reason for only having one commander per account. I think we must look elsewhere for an explanation.

I've done a brief search for an answer. I didn't see a direct response from the devs, but I have seen threads where some posters are under the impression that it's actually on the to-do list. If they're correct, it's simply because the devs haven't written it yet. It's basic functionality from the dawn of gaming, we're six months after release, so maybe they'll get around to it by next year. That's very FD. You can say whatever else you like about Frontier Developments, but they've certainly got character. :D
 
Okay, I understand where you're coming from now. That makes sense, at least on paper. I have to ask, though, whether this accountability is actually the case in practise?
Well, in my experience, you really gotta build a game to feature a lot of sideways movement to make something like this work. By this, I mean that as the player progresses their ability progress in other areas should not be blocked off. If the player wants to try using bow instead of a sword, but all their skill points so far are in sword skills, does that adversely affect their potential with a bow?

There's a few different ways to handle this. One way is infinite progression, as long as the difficulty curve is gentle or non-existent (ED has no limiters in this regard). Another way to do this is by having things progress independently of each other (much like the rankings). Another way is to implement the ability to move backwards, then progress in a different direction (such as power reputation). Another way is to not really have any kind of hard progress at all (ED has no hard progress).

Based on this, then absolutely ED can facilitate a lot of lateral movement. But this doesn't answer your question. I'm addressing that next.

Does ED realize player actions and are the players accountable for the results? Yes and no.
CGs - Lots of players do something and something happens. Yes.
->CGs generally result in pretty insubstantial (read: inconsequential) results. No
Trading - Markets price fluctuates when players trade with them. Yes.
->Market prices and supply/demand has absolutely no affect on the galaxy itself. No
Factions - Faction influence on a system can be influenced by players. Yes.
-> Factions don't really do much of anything. No.

You get the picture. On the surface, the game holds the player accountable. But (like Skyrim) this all operates on the very surface of the game. The players can absolutely not impact the galaxy on anything other than this topmost layer.

But something pretty deep exists on the topmost layer: social interactions with other players. Shallow but deep, exists kind of like that ribbon on the periodic table that has a whole two rows of elements that don't really fit in with the rest of the chart.
However, unfortunately, without more social infrastructure (the ability to organize, align goals, hold meaningful conflict), this hardly gets realized. We can't name an shame in the forums, it's a little inconvenient to name and shame in game, there are no pilot federation reputation rankings, etc etc. Nothing except our trade, combat, and exploration ranks that players carry around with them.

Soooooo..... To answer your question, the potential is there, but the execution is lacking. Hey, that seems to be a reoccurring theme.
 
As i recall FD said multiple commanders might come at some point when they delink commander data from account data, which would make it possible.

Personally im hoping they dont, but if they do, i guess ill just switch to mobius and stay there. The jerks will have a field day with multiple slots.
 
Hmm... I get the argument against. Ed is sort an mmo. But at the same time it's also sort of not. Seeing as I treat it more as a single player game I'm going to vote for multiple saves.
 
Multiple cmdr slots

Hi,

IIRC in the alpha / beta times there was talk by FD about multiple cmdr slots. Has that idea been completely dropped?

I think they mentioned 3 slots, That would be great. I stepped away from E:D for 6 months and now i'm back playing being a beta backer I get the chance to start in a cobra which is a great leg up. But it would be good to try starting in a sidewinder just for kicks with affecting my main ship.

Also it would be nice to have multiple cmdrs to try different factions.

Just a thought.

fly safe
Tobytyke
 
As far as I know, the multiple slots should still be coming. I also look forward to them to properly try different play styles.
 
yeah thats my views, try different styles off play. I remember some time back if any mentioned multiple slots you'd get flamed on the forum because multi slots would break the emersion,

glad to see i'm not alone about multi slots

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And for exact this reason, multiple cmdr slots shouldn't be possible.

why, surely people should have the chance to try different play styles without affecting there main cmdr
 
And for exact this reason, multiple cmdr slots shouldn't be possible.


I agree. It will just lead to players building a lot of new charaters to be used for griefing purposes. Characters that will never be held accountable as the players will just log off and onto their main characters.
 
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