Multicrew - Lets Give it some Love Please, Devs

I thought that too but of the 3 million who've bought the main game, I think it's only 1.7 million that bought horizon's on top. If the Main game doesn't grab you, people don't add Horisons. It would be interesting to know if there are long time people who are playing the game without Horizons.

I wonder how many of the 1.3m who don't own Horizons stopped playing ED before Horizons was released?

I'm thinking, a lot.
 
The ONLY real way to make Multicrew worth while is not via cheap CR bribe tactics, but instead actual engaging gameplay that entices players to use it.

The problem is, for years little or no gameplay mechanics have been added to the core gameplay, so when Multicrew was annouced many players asked for information on what gameplay it would offer or bring to the game, fearful that it might be a huge waste of development time.

And then when Multicrew was released it became clear there was little gameplay of note to be gained from using Multicrew. Why would a CMDR want to take part in one small aspect of a ship, when they can instead control a whole ship?

And moving on, it seems FD have forgotten about Multicrew:-
  • Mining 2.0: Why basically little/no effort into giving Mutlicrew some mechanics?
  • New Exploration: Why design the new ADS so a CMDR cannot fly their craft and do things, why a Multicrew member can meanwhile use the ADS to carry on identifying objects?
 
And moving on, it seems FD have forgotten about Multicrew:-
  • Mining 2.0: Why basically little/no effort into giving Mutlicrew some mechanics?
  • New Exploration: Why design the new ADS so a CMDR cannot fly their craft and do things, why a Multicrew member can meanwhile use the ADS to carry on identifying objects?

That's the real litmus test, right there.

The fact that nothing that's been introduced after MC actually integrates it suggests it's a bit of a "dead end".
 
There are people playing that don't own Horizons? It gets so cheap on sale and adds so much; I would've thought it'd be shoe-in for actively-playing CMDRs.
Most newer players only buy the base game and quit soon after going from my friends list plus i held out 3 years from buying the dlc on my main account till Q4 2018
 
Actually used a bit of multi-crew play last night. No problems with using it, and a bit of fun with it - just would be nice if I could fly one of my own other fighters instead of only being able to send out an NPC. I mean, my NPC's can fly my ship any other time....

I suspect, like most other Elite: Features, this will need it's own year-long, double-secret, extra-silent, twice-delayed major update to really bring into line.
 
1. FIX THE HUGE NUMBER OF BUGS! First thing on the list. These are famous and need fixing, I wont go into them here.
Bugs and janky design. Agreed. The gunner role especially leaves a lot to be desired.

2. ENCOURAGEMENT FOR CMDRS TO OPEN THEIR SHIP TO MULTICREW. There are few crew slots available, it is very hit-or-miss whether you can join a MultiCrew session at all. Mostly a miss. There needs to be more incentives. Could be extra Arx. Better rewards for CMDRs who open MultiCrew slots. The corollary of this is also true and it would be very nice for MultiCrew crew memebers to get some extra rewards, example maybe some of the materials CMDR gets. While on a surface, one CMDR goes in a fighter to scout metallic asteroids, other gathers, both profit. Many ways to do this. Many ideas.
Perhaps. I think multicrew should be very easy to drop in and drop out any time you want, so the rewards should be generally granted very steadily and immediately. Arx to the rescue, perhaps.

3. MAKE IT OBVIOUS HOW TO INVITE SOMEONE TO A MULTICREW SESSION. I have seen a lot of CMDRs complaining they could not get people they wanted in their crew and it turns out they were just relying on the automatic instancing to do it. Could me MUCH more clear. Make some kind of easy, explicit way to invite friends to a MultiCrew session.
The comms menu in general takes some figuring out. Easy enough once you know how to do the task, though.

4. CREW SLOTS TO BE SET AS OPEN BY DEFAULT. One big thing that would massively help make MultiCrew more popular. Allow the crew slots to be set to "automatically open" as an option. People are so lazy to open up a crew slot and many times would not object to the company/help. I know I would be happy to take someone around with my adventures. But hardly ever/never do I open a slot. Having an option to automatically open a slot when I leave a station would be grand. The open slot icons can also be quite intrusive and there has to be something more subtle if there is an automatic option. Might actually be a good idea to make this a lot more subtle when searching for a crew member also, with the full icon only appearing when someone joins your ship.
I don't think I would need this. Maybe it would be useful for some people.

5. WINGS WITH MULTICREW! What a massive oversight. So many people would love to have crew+wings but it just cant be done atm.
Yes! Ideally wings*multicrew, but even if it was just wings+multicrew with maximum number of combined players still limited to 4, it would be worth it for the added convenience.

6. OPTION TO OPEN 1 SEAT ONLY + other fine-grain control options. In 3 seat ships both seats open up and there is not much control over things. There aught be more fine-grained control over who can sit on your ship, and also what they can do while sat there.
It's already possible to stop searching once you have 1 crew, but doing this properly would be less fiddly.

7. OTHER CMDRS TO CONTROL YOUR SHIP while you go in a fighter. Or go to the loo. Or watch TV on a long voyage you are doing together. For explorers especially I could see how this would be great and am surprised it was not done. Could have been done really nice with expeditions and 2 CMDRs name being on things(as an option for primary CMDR to toggle on). Its a great way for friends to journey together, esp if 1 can control navigation (galaxy map etc) and other flying the ship.
Can't imagine letting just anyone do this, but yes.

8. MULTICREW AVAILABLE IN SOLO. Open MultiCrew for solo players. There is no risk of ship loss as a MultiCrew crew member. No reason why a solo player aught not to be able to join an open MultiCrew session, and it can also be a nice stepping stone into open play. Open players searching for a crew slot slot can see if its an open/solo and choose "include solo" if they wish. Right now solo players are completely cut off from MultiCrew. One of the big reasons why people play Solo is fear of ship loss, NOT because they dont want to play with others. No good reason/objection why MultiCrew aught not be an option for them. Any opinions on MultiCrew being opened to solo from the solo community @Mad Mike ?
Yes, I might be more comfortable with the gunner controls if I was able to practise them by myself first.

9. MORE SHIP CONTROLS AVAILABLE TO CREW. This has to tie in with more fine-grained control of what/who is allowed to sit in the crew seat. Right now MultiCrew is useful only for combat, and perhaps(one could argue) mining. It has so much more potential. Exploration was mentioned above, galaxy map access would be needed for a navigator to plot the course, pilot to fly the ship/do the scooping. Srv control by crew member. Fighter to scout planet + Srv. Many things would be great to do with friend.
These have been discussed in detail in other threads. In general, there should be more to do in supercruise. New roles are not necessary required, just new tasks, like pinning nav targets to the pilot's nav panel, and scanning things even while the ship is moving.

10. PUNISHMENTS FOR 5th COLUMNISTS/TROLLS. Opening ship to someone is an act of trust and deliberate sabotage is not an acceptable form of gameplay. I have no idea how this could be done. But I dont accept MultiCrew treachery as something that is valid gameplay. People know me I am pretty liberal what I find acceptable but this is not.
Same idea. There should be punishment/controls, but I don't know how. Maybe blocking is sufficient. One ganker used it to figure out where I was, then showed up later in his ship and tried to kill me. I blocked him for that. There definitely should be bit more elaborate access levels too. Especially if the ability to turn modules on and off to fine tune the power usage was added, access to that feature would generally only be given to trusted friends.
 
I think they need to simply blend it into the game.

1. Make NPC and Player aspects the same. This means NPC's give pips and whatnot also. The prices could also be adjust for higher crew ships and more realism.
2. Make special mutli player weapons usable by NPC crew for more enhances mining and other activities.
3. Maybe different contract types like static vs percentage prices also. But with downsides. An ability to pay to make them go inactive. Pay a few million or more to get them to stop receiving a percentage during pay.
4. If not already present Players on your ship could be given similar contracts. Then to get money they could literally come work on your ship for a percentage of the profits. A good way to help a buddy get cash when new to the game. Say you go get a billion dollar void opal run and he gets liks 10-20% for the help with lasers! He also learns how to mine! 8)

Make it so multiplayer is an option that is convenient for if and when you want friends to play. not something that is forced on players with unique nonsensical bonuses. It should work that way regardless of Player or NPC.

New contract tiers:

On top of it all they could make new contract types. Maybe negotiable ones. I don't know much about real world contracts and it should probably be base on those for interest and realism. But to make a simple version.

1. No contract: no contract but they either leave randomly or as for a contract if they want to stay. They are paying their way. If you decline a contract it may incrase the chances of leaving. They gain levels and leveling could increase the chance of asking for a contract or abandonment. A bit like a passenger mission. They could be annoying and as for things randomly also. Maybe a wider array of things.

2. Per Action Contract: Each time you leave a station you pay them a set amount. This could be of varying sizes. And either cheap or expensive. Gaining levels can potentially increase the price or have a chance of staying the same and has a chance of getting very cheap crew. Increased levels have a greater chance to ask for a Percentage contract. Checks per level and at a much lower chance per station. Getting to per action contract from a free contract start at lower price points and can be ground to even cheaper prices in the next contract.

3. Percentage contract: This contract is the one we have now. But it has lower version if coming from a lower contract. Working up from free to the next contract is always cheaper. It has a chance per level to ask for an increase. But only on a per level option. Once at max level it will never ask for any changes again.

Contract on pause: Based on the above prices you can have the option to pause the contract for a set time. This cost an upfront cost. The better the crew the cheaper the cost and better timer performance. It can bet set to repeatable or one time. If you run out of money they will void the contract and possibly abandon you. Not applicable to those on a no contract basis.

Different contracts like the per action contract could have increase xp. And no contract would have even more xp boost. It would be totally xp oriented.

1. no contract: +100% xp Bonus. No money penalties. (free crew)
2. Per action contract: +50% xp bonus, -50%half credit penalty(Based on individual crew member cost).
3. Percentage Contract: +0% xp bonus, -0% credit pentalties(Based on individual crew member cost).
 
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I think I've figured it out. They didn't cancel the engineer MC role, they merged it with the gunner. That PIP is what the engineer would have done. :D

I agree with Frontier's decision that that alone would have been too boring.

Not if it had gameplay and complexity which none of the interactions in Elite have at this time.
A 3rd person turret is one of the most lazy and stupid crew they could have done, after SLF LOL.
 
I would be fine with them just fixing it, I don't additional rewards. At most maybe better sharing of current rewards/mats collected/cargo sold. Allowing another commander to use your second SRV and keep whatever mats they collect, shoot, being able to use an SRV in multicrew at all.
 
MultiCrew is a really massively under-used feature that could be so great with just a little bit of fixing. Here are my ideas for what could be done. Now the Devs are fully into maintenance mode pending 2020's spacelegs, this could be an area of the game that could do with some love.

1. FIX THE HUGE NUMBER OF BUGS! First thing on the list. These are famous and need fixing, I wont go into them here.

2. ENCOURAGEMENT FOR CMDRS TO OPEN THEIR SHIP TO MULTICREW. There are few crew slots available, it is very hit-or-miss whether you can join a MultiCrew session at all. Mostly a miss. There needs to be more incentives. Could be extra Arx. Better rewards for CMDRs who open MultiCrew slots. The corollary of this is also true and it would be very nice for MultiCrew crew memebers to get some extra rewards, example maybe some of the materials CMDR gets. While on a surface, one CMDR goes in a fighter to scout metallic asteroids, other gathers, both profit. Many ways to do this. Many ideas.

3. MAKE IT OBVIOUS HOW TO INVITE SOMEONE TO A MULTICREW SESSION. I have seen a lot of CMDRs complaining they could not get people they wanted in their crew and it turns out they were just relying on the automatic instancing to do it. Could me MUCH more clear. Make some kind of easy, explicit way to invite friends to a MultiCrew session.

4. CREW SLOTS TO BE SET AS OPEN BY DEFAULT. One big thing that would massively help make MultiCrew more popular. Allow the crew slots to be set to "automatically open" as an option. People are so lazy to open up a crew slot and many times would not object to the company/help. I know I would be happy to take someone around with my adventures. But hardly ever/never do I open a slot. Having an option to automatically open a slot when I leave a station would be grand. The open slot icons can also be quite intrusive and there has to be something more subtle if there is an automatic option. Might actually be a good idea to make this a lot more subtle when searching for a crew member also, with the full icon only appearing when someone joins your ship.

5. WINGS WITH MULTICREW! What a massive oversight. So many people would love to have crew+wings but it just cant be done atm.

6. OPTION TO OPEN 1 SEAT ONLY + other fine-grain control options. In 3 seat ships both seats open up and there is not much control over things. There aught be more fine-grained control over who can sit on your ship, and also what they can do while sat there.

7. OTHER CMDRS TO CONTROL YOUR SHIP while you go in a fighter. Or go to the loo. Or watch TV on a long voyage you are doing together. For explorers especially I could see how this would be great and am surprised it was not done. Could have been done really nice with expeditions and 2 CMDRs name being on things(as an option for primary CMDR to toggle on). Its a great way for friends to journey together, esp if 1 can control navigation (galaxy map etc) and other flying the ship.

8. MULTICREW AVAILABLE IN SOLO. Open MultiCrew for solo players. There is no risk of ship loss as a MultiCrew crew member. No reason why a solo player aught not to be able to join an open MultiCrew session, and it can also be a nice stepping stone into open play. Open players searching for a crew slot slot can see if its an open/solo and choose "include solo" if they wish. Right now solo players are completely cut off from MultiCrew. One of the big reasons why people play Solo is fear of ship loss, NOT because they dont want to play with others. No good reason/objection why MultiCrew aught not be an option for them. Any opinions on MultiCrew being opened to solo from the solo community @Mad Mike ?

9. MORE SHIP CONTROLS AVAILABLE TO CREW. This has to tie in with more fine-grained control of what/who is allowed to sit in the crew seat. Right now MultiCrew is useful only for combat, and perhaps(one could argue) mining. It has so much more potential. Exploration was mentioned above, galaxy map access would be needed for a navigator to plot the course, pilot to fly the ship/do the scooping. Srv control by crew member. Fighter to scout planet + Srv. Many things would be great to do with friend.

10. PUNISHMENTS FOR 5th COLUMNISTS/TROLLS. Opening ship to someone is an act of trust and deliberate sabotage is not an acceptable form of gameplay. I have no idea how this could be done. But I dont accept MultiCrew treachery as something that is valid gameplay. People know me I am pretty liberal what I find acceptable but this is not.

So, these are my ideas, I think fixing/improving MultiCrew would be a valuable use of Dev time until we get next update.

Signing off,

CMDR Gavin786

1: Bugs - True - last time I played the bugs made it a very memorable experience, in a bad way

5: Wing & MC - Badly needed.

7: Ship - I have a slightly different take - I can leave my ship in an SLF or SRV without an NPC in every mode except MC :-(

Extra: Allow use of SRVs in MC.

Extra: Bump MC to four players - Ships like the Anaconda have plenty of space for more seats.
 
In general, there should be more to do in supercruise. New roles are not necessary required, just new tasks, like pinning nav targets to the pilot's nav panel, and scanning things even while the ship is moving.

Would be nice in combination with a player bounty tracker, too. Have the co-pilot pay attention to reports that auto-file from players who instance with bountied players or stations that let them dock that aren't anarchy. Perhaps watching the bounty in real-time, where the new charges are coming in, and plotting that out while the captain makes sure to get there ASAP or deal with emerging threats. Best of all, this feature would greatly improve with multicrew, rather than feel like an inhibition.
 
Uhh, all of these things probably are very difficult to do, a bit tiresome, and would take a lot of time. Most of which would probably go in excavating how the thing was coded to begin with.
 
Not even CMDR's should give extra pips.
No, both players and commanders should give extra pips!!! The difference could be the optional pay structure. That is a reason in itself.

Then the reason to get newbs is to save money and you can just keep picking them up to not spend stuff. Maybe make a separate window where newby players can list themselves as crew...

At that point you can make crew and NPC's the same. Maybe have an even lower percentage gain than the cheapest NPC crews.

Player crew members could gain up to 5% from operations so it's worth using them over NPC's. They could start at harmless for 0.5% instead of 1% from harmless NPC's. A full player crew could be a max of 15% unlike the 30-60% from NPC's. And you can literally put your friends into a card like NPC's, but in a different slot like in the friends window or a separate crew screen. Maybe hiring them puts them in a special place in the friend crew. Then friendship drive starts to make sense. Then the only difference is PC's won't always be available. And they would only collect for missions they were involved in. Those missions could be marked with their names so even if the log off or other things they get the money when missions etc are turned in.(This could include all cargo sales collected during the time they were invovled. Tagged like bounty stuff on your equipment and not wiped until a sale is made and the cargo empties from said sales. And not dropped from cargo either unless that same player collects it or something.) Then NPC's and players could give the same adavantages.
 
No, both players and commanders should give extra pips!!! The difference could be the optional pay structure. That is a reason in itself.

Then the reason to get newbs is to save money and you can just keep picking them up to not spend stuff. Maybe make a separate window where newby players can list themselves as crew...

At that point you can make crew and NPC's the same. Maybe have an even lower percentage gain than the cheapest NPC crews.

Player crew members could gain up to 5% from operations so it's worth using them over NPC's. They could start at harmless for 0.5% instead of 1% from harmless NPC's. A full player crew could be a max of 15% unlike the 30-60% from NPC's. And you can literally put your friends into a card like NPC's, but in a different slot like in the friends window or a separate crew screen. Maybe hiring them puts them in a special place in the friend crew. Then friendship drive starts to make sense. Then the only difference is PC's won't always be available. And they would only collect for missions they were involved in. Those missions could be marked with their names so even if the log off or other things they get the money when missions etc are turned in.(This could include all cargo sales collected during the time they were invovled. Tagged like bounty stuff on your equipment and not wiped until a sale is made and the cargo empties from said sales. And not dropped from cargo either unless that same player collects it or something.) Then NPC's and players could give the same adavantages.

No, the extra pip is not necessary. Ppl should learn to manage pips instead of relying on that magical extra pip.

Even the oversized distributor on Kraits is fishy, thankfully it's somewhat balanced by the crappy boost of those ships.
 
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