Multicrew trolling - it works!

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Hello Sandro! :)

<snip.
I then tried to find some exploration vessels.....one were near Sag A.
Oh see, there are heatsinks to deploy.....the ASP CMDR hasn't realized it was me.
Another CMDR was even further away, heading to beagle point......and after my telepresence visit he lost all his heatsinks, i told him he need to restock and left.
This is my only reservation about opening up my ship to multi-crew whilst exploring. Thank goodness the "gunner" can't jettison the SRVs as well... My only option is to power down the heatsink modules when multi-crewing, but that kind of defeats the object of having them...
Hello Commanders!<snip>
Firing shield cells repeatedly for no good reason is just an unpleasant thing to do. And I'm fairly certain it is more likely to be detrimental to the community than helpful.
People letting their dogs defecate on the pavement and not clear it up is also just an unpleasant thing to do, but people still do it. In Multi-crew, is it not feasible to give Helm control of which hardpoints are assigned to the gunner and which are not? At least then players can earn trust before we hand over more defensive control.
 
Hello Commander Lightspeed!




We're looking at some updates to the crime system at the moment, hopefully for the next full update (no ETAs, no guaratees!), specifically with regards to Pilot Federation bounties and ways to limit "sidewinder switch" crimes.

Take some rep Mr Sammarco. Nice to see the lead designer in the bleechers announcing some great news! You can multi-crew with me anytime :)
 
Hello Commanders!

I just thought I'd drop my own two cents in here.

The concept of Multi-crew, at its core, is about cooperation, and trust. If folk are going to troll each other, there's a limit to how much protection we can (or should) put in place.

One of gunner's abilities is to be able to fire countermeasures. Gunner can be effective at this, poor at this, or deliberately bad. Anyone who would want to go down the last track is, in my opinion, someone I would not want to Multi-crew with, or wing with.

To some degree, folk have to take responsibility for their own actions. There's no mechanical upside to this unpleasant behaviour, so I see this as different from say, crime, because the game actively encourages criminal behaviour; when folk complain that the justice system is not fair enough, we say "OK", how can we address the balance and make it fairer.

Firing shield cells repeatedly for no good reason is just an unpleasant thing to do. And I'm fairly certain it is more likely to be detrimental to the community than helpful.

Adding npc multicrew would definitly solve the problem...
 
Hello Commander Lightspeed!




We're looking at some updates to the crime system at the moment, hopefully for the next full update (no ETAs, no guaratees!), specifically with regards to Pilot Federation bounties and ways to limit "sidewinder switch" crimes.

I assume from your post that even though we can not hold you to a time frame, we can indeed take this statement as a guarantee of delivery?...... Whats a gauratee? :p

Sandro, I would suggest you add a disclaimer forum signature,

Disclaimer: The items expressed above are accurate at time of post and do not constitute to a guarantee or estimated time of arrival for any ideas expressed in the post.


That'll save your keyboard some wear and tear ;)
 
Just another solid reason why we need a Reputation system, so that unsuspecting players can more easily spot the... unmentionable end of the community and either avoid them or know what they're getting themselves into before it turns ugly.

Or course, this only goes to show why I've always advocated keeping the console kiddies in there end of the server pool, so the adults can play in the deep end.
 
Adding npc multicrew would definitly solve the problem...

meeehh NPC crew is not the spirit of the game, specially in online multiplayer games were we need interaction between humans.
they could run a fully npc driven simulation instead, you just login and watch the show, does it make sense? [wacko]
 
"Commander X has popped Heat Sink/Shield Cell Bank, Press X to cancel" 3...2...1....PEOWWW

I came up wit that fix just now. Just think what i could come up with in another 5 minutes :).
 
What can you do?

In this case, not much. FDev could put in that only the helm can deploy/retract weapons but to be honest, that will just make the troll wait until weapons are deployed and then they'll start their mischief.

If you don't trust the joining player, you always run the risk that the player will be a 'LEEERRROOOYYYY JJJEEEEENNNNNNKKKIIIIIIIINNNNNSSSSSSS' in any pick up group. Nothing more you can do about that apart from Kicking said 'Leerrooyyy' and then ban them from your ship.

How many times I lost a SWTOR Flashpoint because of a troll? Lost count. Dust off and start again.
 
meeehh NPC crew is not the spirit of the game, specially in online multiplayer games were we need interaction between humans.
they could run a fully npc driven simulation instead, you just login and watch the show, does it make sense? [wacko]

Makes as much sense as the way you are "playing" with MC, yes.
 
meeehh NPC crew is not the spirit of the game, specially in online multiplayer games were we need interaction between humans.
they could run a fully npc driven simulation instead, you just login and watch the show, does it make sense? [wacko]

Look who is talking about The Spirit Of The Game....
Really?!

/HC
 
What can you do?

In this case, not much. FDev could put in that only the helm can deploy/retract weapons but to be honest, that will just make the troll wait until weapons are deployed and then they'll start their mischief.

If you don't trust the joining player, you always run the risk that the player will be a 'LEEERRROOOYYYY JJJEEEEENNNNNNKKKIIIIIIIINNNNNSSSSSSS' in any pick up group. Nothing more you can do about that apart from Kicking said 'Leerrooyyy' and then ban them from your ship.

How many times I lost a SWTOR Flashpoint because of a troll? Lost count. Dust off and start again.

Giving the helm a hotkey to disable weapons and utilities might not be a bad idea. :)

EDIT: Disable from multicrew control that is...
 
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The ability for the Helm to toggle controls from the system module panel ends the whole problem.

Not the problem of a-holes. Just the problem of loosing control of important modules to them.

This one seems pretty simple.
 
C&P fixed with a full system.... You're trolling, right? ;-) j/k

Name one single later correction (not new function) applied to the game that has been implemented anything beyond a bare minimum improvement, which actually, comprehensively fixes and improves an issue rather than just papering over the cracks so much that the house is now held together mostly by paste.

I suspect that C&P updates are likely tweaks and changes in the fine / blame issuing mechanics rather than adjusting the entire experience of HIGH/MED/LOW and Anarchy and persistent and severe Bounty Hunter NPCs... Galaxy wide player claimable BIG bounties to make chases worthwhile... (Which is what this game so sorely needs).
Wanted Ships whereabouts tracked in any high sec system with breadcrumbs.

My 2¢ on what we'll actually get:

Two ships crash... faster one takes the blame.
Two stray shots against a police vessel instead of one to become wanted.
Blowing up in a sidewinder no longer clears your debt.
The pair of Police Vipers arrive 30% quicker on the scene in high sec.

The exact reason why I said it. Hopefully he will see the issues. But I won't put any money on it.
 
Giving the helm a hotkey to disable weapons and utilities might not be a bad idea. :)

Maybe a Weapons Free / Weapons Lock toggle making the weapons/utils available to the gunner or assigning all the weapons back to the helm might be better. You don't want your weapons being disabled in the middle of a fight. Dunno how much work that is though.:eek:
 
The ability for the Helm to toggle controls from the system module panel ends the whole problem.

Not the problem of a-holes. Just the problem of loosing control of important modules to them.

This one seems pretty simple.

Switching them off doesn't let you (the helm) control them.
Thread is getting weird, because people who are not in the topic, don't read everything, and their conclusions are just wrong (or not new).

E.g.: suggesting to play solo! In the discussion about MC! Sorry, don't get this... </OFF TOPIC>
 
Yes, i can see both sides here, and like i said i am not saying MC should be removed totally and never raise its head again, i am saying it has bad flaws and this is just one of them. I did a video with Rusty Dog, in which he shows how MC can be exploited by 'Players' who can invite a friend into their ship like a newb, and this player need do nothing at all and in fact be AFK and still get a % of the money earned by the ship owner. In fact this player could go shopping with his missues and still earn this money?

You can't tell me this is intended? or was even thought about?

MC is broken, so is the HR, I doubt FD can fix the HR, but they can fix MC?

About the whole getting credits while AFK...that was talked about a whole bunch, even before the beta. Getting second accounts just for the extra pip was talked about extensively before beta. This threads exact scenario was talked about before and during beta. The biggest change was the crew payouts were reduced, and based on rank. Other than that, this was all forseen, and like the numerous bugs from beta, was released to live will full intention.

Now another good one to play around with and experiment with is how multi crew ships break wings. A wing is in an instance, and then a multi crew ship drops into the instance...boom...wing disbanded. My first question is...if a single player ship is in an instance with a wing already, then brings a crew member on, does that still break the wing, and does the multi crew ship break NPC wings in the same way it breaks player wings?
 
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