ROFLMAO. I'd rather take on a single Python crewed by 4 human players, than 4 Pythons each crewed by a single human player.
I don't know which hat they pulled that rabbit of a comment out of, but seriously.... LMAO.
Magic ship buffs is my guess.
ROFLMAO. I'd rather take on a single Python crewed by 4 human players, than 4 Pythons each crewed by a single human player.
I don't know which hat they pulled that rabbit of a comment out of, but seriously.... LMAO.
I took a few minutes to think about this from your point of view...and I can see and understand how NPCs can add value to the game to many players.
NPCs are essentially what we call pets in other games. Like world of warcraft many years ago,I played a level 60 hunter, when 60 was the cap.
Pets for that class was the item that balanced that class.
And even before that game in Star Wars Galaxies, I was a Master Creature Handler and Also a Master Bio-Engineer.
So, yes, I enjoy having pets(npc's) ingames to help balance a character and even some role play...but those games had NPC companions built into the character build from the start...so they were "balanced" into the character and the game.
I do not see this in the case of Elite Dangerous...NPCs were not designed as a companion character in this game for any style of play...adding them this late could really disturb balance issues...and since guns, lasers, missles, shields and other modules are still a work in progress for balance, adding another item to balance into the game only seems like a nightmarish thing to do.
Just for 2 minutes...imagine what you see and hear ingame...the NPCs that ask you to follow them..."Oh..youre a hard one to find...please follow my wake" or, "There you are, I have something important to tell you...please follow me as I drop",...seeing these texts over and over as I jump from system to system can be very immersion breaking and downright annoying. Can you for one minute imagine your NPC crew telling you "Capt, landing gear is stowed and ready for destination" and " We are ready for battle capt...what are the orders?", repeated over and over as you fly across space?
I say, let the devs fix the game first...then ask for these type of features.
Ok, lets drop the analogies..and get right to the facts...
This game has broken NPCs currently...and you wish for them to add more NPCs?
Argh, it's not settled, then
Yes, I think I can follow your line of thought here. And the comparison to pets in WoW is quite fitting, I guess. I thought about them, too. The thing is: pets aren't as natural and integral an addition to an RPG as wingmen are to space sims, IMO. Therefore, even more comparable than WoW pets might be wingmen in games like "Starlancer". They never where as strong as the player, but they did come in handy against enemies as support, and they greatly enhanced the atmosphere in that game. Of course, Starlancer wasn't a multiplayer game, so there were no fears about impairing some "balance".
Now, the important thing about balancing is - IMHO - it should never prevent the inclusion of interesting new features. The problem I had with WoW in the later years was that Blizzard focused so much on balancing that all the classes became very similar to each other. Priests were suddenly able to deal massive amounts of damage (even without Shadow specialization), warriors and rogues can heal themselves now, race restricted classes are mostly a thing of the past (omg, Tauren Paladins), and unique racial treats became mostly meaningless. All just for balancing. Blizzard may have reached it's goal of balancing classes and even factions to such an extent that most classes could hold their own in battlegrounds, but at the cost of many interesting class and race specific characteristics.
Very early in EDs history, David Braben stated that PvP was endorsed but not actively supported, IIRC. Obviously, that stance has somewhat changed. I'd still argue that PvP should never take higher priority PvE in ED, since everything you can read in the ED kickstarter or DDA deals with single-player or PvE multiplayer at most, never with PvP. So it's just natural that a lot of people that were here from the beginning don't want this focus to be shifted away completely, it was the kickstarter description that sold them, not the idea the game might perhaps suddenly change it's focus completely to PVP-multiplayer in the future.
And even if balancing had such a high priority in ED (which I hope it's not!), I'd hope FD wouldn't forgo the inclusion of things like NPC wingmen only because they fear they could harm the balancing in the game. Instead, I'd hope they'd accept the challenge and try to incorporate wingmen into their balancing efforts.
That's the reason why I normally wince at the mention of "balancing". It takes away interesting features to level the playground for PvP. Since I don't care for PvP (outside of CQC, at least), I would always prefer variation over balancing, but that's just my opinion!
I would give you more rep but the forum wont allow me to...
I would have to say, I didnt enjoy this debate until it came down to arguing points with you.
I appreciate the fact that we can disagree and be civil and quite informative. I really enjoyed your posts....although I may not agree with them 100%, thanks for the civil debate...it seems rare these days on this forum.
.Because of RL and limited time I play less in open and mainly in Mobius these days, thus Open MC will unlikely happen. I'm much inavour of an NPC crew. I really like the idea of a crew. Should they affect the stats of the ship, sure, to some xtend - based on their skill/ranking.
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In principle little buffs, some might be additive.
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- Navigator: safe fuel when exploring or jumping. quicker FSD cool down, better thruster efficiency
- Engineer: Better scanners - engineer, scans faster, can handle chaff (still misses 75%), power management
- Soldier: Weapon management, bonus to turrets, gimbaled, accuracy. More damage to fixed (add some balancing here)? less heat buildup.
- Dealer: better buy/sell prices
- Geologist: better scan data e.g. level 4? & POIs / SRV scanner impact. Join in a multicrew SRV aka APC?
- add some ...
As mentioned elsewhere, the moral/values could add a nice feature. Kill a CMDR in a weak ship, without bounty, crew might say Nope. If low-level lifeforms, then they wouldn't care and are happy to pull the trigger.
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There should be a price tag / salary. Based on skill level. Paid daily or upon released from the crew. If there is no money to pay the could put a bounty on you, or steal a module from the ship, or sabotage it.
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Could we hire imperial slaves and they get better over time and we can sell them for a higher price? Or train Navy NPCs, so we get reputation/ranking gain?
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I know, too much Skyrim and solo play, etc. But I really would like to see some of this SoonerTM than SoonTM
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Lets wait and see what we get. A bit more info by FD would still be very welcomed![]()