NPC Copilots are BROKEN and here's why

Elite dangerous is a great game, which is a shame that the NPC copilot mechanic such a pain to use.

TLDR: currently the best way to use NPC pilots is to hire an expert pilot before going on a mission, and then firing him just before you turn in any profit. Thus the system is completely broken and unfun, and I proposed a few ways this can be fixed.

Contents:
- Problem analysis​
- Story 1​
- Story 2​
- Problem summary​
- Quick solutions​
- Design discussion​
- Recommended solutions​

Okay so here's a short version of my story. I built my first fighter-equipped ships and did a bit of bounty hunting. I've learned from the wiki and YouTube tutorials that the best way to do this is to hire a Harmless pilot and train him up the ranks so he'd have a smaller percentage profit share. So I hired a Harmless pilot and did a bunch of resource sites, by this point he had reach Competent rank, at which point he has a profit share of 5%. Then I decided I wanted get my own Fleet Carrier, so I had to focus more on money grinding and just left my pilot in the lounge for a bit.

Later, by chance, I read from somewhere (probably the wiki) that the copilot takes a share of ALL profits I earn regardless if they are active or not. I was like "oh ", because at that point I had already made 0.5 billion towards my target of 7 billion before I would buy the carrier. I went to check my copilot and guess what I saw.

20220115092712_1.jpg


I had paid this idiot 28 MILLION space-bucks, for doing absolutely jacksh*t, whilst being terrible at it too! (Obviously I fired him on the spot, literally as I was taking this screenshot, like, 0.5 seconds later)

And so I opened up my calculator, and calculated what I would've paid him had I reached my 7 billion savings target. I would have paid him 350 million by the time I got my own carrier. I would have paid a space idiot, whom I had to train from the ground up, 350 million space-bucks, for doing NOTHING. I would have had to spent an extra 5 hours (or more) at Robigo Mines, because a barely competent, not-even-sentient, NPC pilot was sitting in my lounge smoking space-meth.

HOW does any of this make sense?

But wait, the space-B'S goes even deeper.

Some time later on I had got tired of the Robigo grind and decided to go and have some fun again at bounty sites. It happens I had just built my second fighter-capable ship and I wanted to test out the build, but none of my (non-existent) friends was available to help me out. So having learned from my experience, I went to the nearest spaceport to hire an Expert pilot, and was going to terminate him after I'm done hunting. After lots of heroism, dead pirates, 5 crashed fighters and 1 overheated plasma repeater that almost crashed the 6th (I know, this weapon sucks), I went to collect my vouchers. And guess what I saw.
20220120001856_1.jpg


Noticed the problem yet? Yeah you probably have. I haven't payed this space-lackey a single cent in dividends.

And so I fired her and collected the full amount of my 5 million bounty while doing the most evil space-capitalist laugh. In fact, by my calculations if your total profits for any operation (bounties, war contracts, trade, exploration etc.) is greater than 1.3 million then you profit more by hiring and then firing the Expert pilot instead of keeping her. This number halfs if you are hiring one of the non-Expert pilots. You probably know that getting 1.3 million at a piracy site is a piece of cake even in the early game, so this means you should probably always hire Expert pilots and firing them before they get paid. The downside is that you don't get to level up your pilots above Expert, which is yet another part of the problem as it puts players between a rock and a hard place.

So to sum up the problems with the current copilot system:
  • Pilots get paid a ridiculous amount for doing absolutely nothing
  • There's no point in keeping pilots and leveling them up because that becomes extremely costly extremely quickly.
In addition, players are forced to choose between:
  • Hiring Expert pilots and then firing them before collecting profit, which is mathematically the most efficient way to play, plus you get a good pilot right off the bat. But you miss out on the chance to level up pilots above Expert
  • Hiring Expert pilots and level them up. They will eat up a LOT of undeserved profits for a shorter time
  • Hiring Harmless pilots and level them up. They will eat up a LOT of undeserved profits over a longer period of time.
Conclusion: there are no fun options. Nobody wins.


So how can we begin to solve this issue? There are a few quick fixes I can think of.
  1. Pilots don't get profit share when they are not active. I'm sure most players don't mind paying their pilots so long as they actually earn their salary.
  2. A salary system, pilots get paid a weekly check like the carrier crews. Obvious solution.
  3. Pilots get trade dividends when they are switched from active to inactive. Sounds familiar? Yes this is the mechanism used for multicrew which by the way, already exist in the game! WHY are we not using the same mechanism for the same function which is already. in. the. game.??
  4. Just remove the copilot payment. Like, literally why does this payment have to exist? What purpose does it even serve? What benefit does it bring? What does it bring to the gaming experience? NOTHING. So why shouldn't it simply be removed?

Speaking of which, I want to go a bit deeper into the design and reasoning behind this copilot system. I'll start by asking the elephant's question in the room: Why do we need to pay our copilots in the first place?

Well, my dear space-elephant, my guess would be that the game designers wanted to somehow distinguish the different copilot options available, but they chose to do it in the dumbest way possible (no offense). I'm trying my best to imagine a group of game designers sitting around a table, one designer asks:
"How do we differentiate between the copilot options?"
And another designer says:
"I know! Let's PUNISH the player for hiring a copilot, and PUNISH them even more for keeping the pilot around to level them up! Moreover, we'll offer different forms of PUNISHMENT should the player choose to keep an inexperienced pilot vs. an experienced one!"
And everyone at the table claps because this is such a good idea, and they ended up putting this into the game.

... Yeah, no, none of this makes sense to me either.

But! If the problem is indeed "how to distinguish between copilot options", I have a bunch of proposals.

Solution 1: Unique piloting styles

Different copilots are more proficient at certain types of tasks and are more inclined to do things a certain way.
  • Preference: small ship -- this pilot fights better in a small size ship, making full use of its agility
  • Nimble -- good at dodging attacks and avoiding enemy's line of fire, this pilot will use boost more frequently.
  • Steady -- this pilot is accurate with fixed weapons, and can keep them on target more frequently
  • Accurate -- this pilot tries to line up shots on enemy power plant, but will fire less frequently
  • Sneaky -- this pilot makes good use of stealth mode and heat sinks to get the advantage.
  • Crippling -- this pilot prefers to focus on enemy defensive utilities such as point defenses, as well as enemy thrusters.
  • Observant -- this pilot will scan neutral ships when possible, and alert you of any dangers or opportunities

Solution 2: Unique stat buffs

Every copilot comes with a buff to the ship they're in
  • Electrician -- 1 extra power pip
  • Lens specialist -- +20% scanner range
  • Gold digger -- +50% chance to find rare asteroid deposits (or +50% range to PWA and prospector limpets)
  • Field engineer -- AFMS and repair limpet repair rate +50%
  • Blood hound -- K-W scanner and wake scanner time - 50%, interdiction angle +50%
  • Engine master -- ship top speed and boost speed +10%
  • Trickster -- ship maneuverability +20%
  • Well-connected -- black market sell price +50%
  • Family ties -- bounties and fines incurred -50%
  • Scientist -- surface scanner radius +20%
  • Xenologist -- damage against non-human vessels +10%
  • Mechanist -- FSD optimal mass +10%
  • Fuel rat -- fuel consumption -20%, fuel scoop rate +50%
  • Imperial noble -- damage to shields +10%
  • Federal officer -- damage to armor +10%
  • Renegade -- damage against authority vessels and bounty hunters +20%

Solution 3: Mix and match

Every copilot gets one trait from solution 1 and one trait from solution 2. Hunting around for the rare traits and suitable combinations should be fun.


Solution 4: Mentoring

Harmless pilots come with no traits. As you level him up you get to select new traits for him or replace old traits.


Seriously guys, you don't need a doctorate in game design to think of unique, fun, and engaging ways of distinguishing between different NPC pilot options. Which really casts doubt on what the current Frontier game design team is doing and where they are putting their energy. I can't say I'm surprised though, the quality of design for the NPC copilot mechanic seems consistent with the remarks about "ship interiors are boring" (which is a whole new rabbit hole that I won't elaborate here).

Frontier, please fix.
 
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TLDR: currently the best way to use NPC pilots is to hire an expert pilot before going on a mission, and then firing him just before you turn in any profit. Thus the system is completely broken and unfun, and I proposed a few ways this can be fixed.
Elite crewmen are significantly better than expert crewmen, so just cycling an expert isn't always ideal. The system is still completely broken and unfun where they skim your profits even when benched, but you do get some value for that 10% cut.

By the way, in case you don't know, crew also steal your XP.
 
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Elite crewmen are significantly better than expert crewmen, so just cycling an expert isn't always ideal. The system is still completely broken and unfun where they skim your profits even when benched, but you do get some value for that 10% cut.

By the way, in case you don't know, crew also steal your XP.
I do know, but I don't care much for XP as I already have double elite. The thing is the value I get from having an NPC pilot is not proportional to what they are being paid. By far the biggest sources of income have nothing to do with combat, and yet that's also the biggest source of the NPC's payment.
 
Agreed. At the very least, I would like a reason to train more than one NPC, but I have no reason to do that if it's going to mean losing 30% of my income.

I'd love to have a different NPC for each different activity; one for thargoids, one for piracy, one for standard PvE combat. I'd happily invest loads of ingame time leveling them up. But right now, I can't, in good conscience.
 
So, I owned my own business for 20 years as an IT consultant. Every once in a great while, I'd have a customer get a little upset at the bill. Their reasoning would be, "You were here for three hours, but you spent two of those hours waiting on the backup to copy. I should only pay you for one hour because for two hours you weren't doing anything."

What I explained to them was they were paying for my time, not my activity. The two hours I spent on their site waiting for their backup to copy so I could fix their system was two hours I couldn't spend at another customer's site fixing their problem.

While I know these are imaginary pilots in a simulated galaxy, you're still paying them for their time. While they're working for you, they can't be working for someone else.
 
I don't have an issue with the way NPC pilots currently work (bugs aside), I pick harmless ones & train them up to Elite for two reasons:

A) They are like a pet, I want to help them progress, and
B) A high ranked NPC Pilot is a handy extra hardpoint for CZs & some other activities.

So the dilemma I face is nothing to do with credits or efficiency, but simply whether I value the utility of a high ranked NPC over the desire to help another one rank up. Once they get to Elite I tend to lose interest in them, and will let them go & pick up another unless I am in the middle of some faction wars (or expect to be).
 
So, I owned my own business for 20 years as an IT consultant. Every once in a great while, I'd have a customer get a little upset at the bill. Their reasoning would be, "You were here for three hours, but you spent two of those hours waiting on the backup to copy. I should only pay you for one hour because for two hours you weren't doing anything."

What I explained to them was they were paying for my time, not my activity. The two hours I spent on their site waiting for their backup to copy so I could fix their system was two hours I couldn't spend at another customer's site fixing their problem.

While I know these are imaginary pilots in a simulated galaxy, you're still paying them for their time. While they're working for you, they can't be working for someone else.
Different pricing models exist that is true, but the pricing model has to match the actual task. I have no problem paying the NPC pilots for their time, that's called a salary/wage, which I actually proposed in my main post. Currently however the NPCs are paid by dividends, which is fine in itself, as long as the NPC actually has stake in the activities that are paying the dividends. I have no problem paying 10% to the NPC that just help me with my bounty hunt. I also have no problem paying a fixed amount for the week. My problem is with paying 10% per week on things that have absolutely nothing to do with the NPC, such as when I go mining alone or when I'm doing passenger missions. I don't know your business, but surely you're not paid a percentage of your client's seasonal profits?

At the end of the day, none of these actually matter, because remember this is NOT real life, this is game design. Every design element has to have a purpose, a positive impact on the gaming experience. The current NPC system doesn't do that, and that's the real problem. When a design choice is causing more harm than good, it is a bad design and needs to be removed.
 
I don't have an issue with the way NPC pilots currently work (bugs aside), I pick harmless ones & train them up to Elite for two reasons:

A) They are like a pet, I want to help them progress, and
B) A high ranked NPC Pilot is a handy extra hardpoint for CZs & some other activities.

So the dilemma I face is nothing to do with credits or efficiency, but simply whether I value the utility of a high ranked NPC over the desire to help another one rank up. Once they get to Elite I tend to lose interest in them, and will let them go & pick up another unless I am in the middle of some faction wars (or expect to be).
I like that progression arc too! The problem is, I don't have bundles of credits to throw away, and the cut that they take from me over a long period of time is not affordable to me. Thus I am effectively denied this part of the game which I really want to play. This is the result of bad game design.
 
So, I owned my own business for 20 years as an IT consultant. Every once in a great while, I'd have a customer get a little upset at the bill. Their reasoning would be, "You were here for three hours, but you spent two of those hours waiting on the backup to copy. I should only pay you for one hour because for two hours you weren't doing anything."

What I explained to them was they were paying for my time, not my activity. The two hours I spent on their site waiting for their backup to copy so I could fix their system was two hours I couldn't spend at another customer's site fixing their problem.

While I know these are imaginary pilots in a simulated galaxy, you're still paying them for their time. While they're working for you, they can't be working for someone else.

Who says they can't be working for someone else? If one faction hires ME, I'm not obligated to work exclusively for them and nobody else; why should NPCs?

I'd be happy to pay NPCs a flat fee as a retainer for their services on a weekly basis. But, for example, if you have an IT firm on retainer to fix your servers when they crash, they don't get a percentage of your stock market trades all the rest of the time, too.
 
Eh, I have trained a couple of npcs up to elite. Lost one when my Cutter got totally annihilated in a CZ a few years ago (my fault, I was playing while half asleep, and hadn't noticed how low my shields were.) - and as this was before we could pay to get the crew member brought back to life, she was gone for good.

Trained another one up, and have kept her around for several years now. She could buy a few Imperial Cutters or Federal Corvettes of her own now if she wanted with the wages I've paid her over the years... Which is as it should be.

She's also helped me make a lot more money over the years as I've had the services of an elite pilot for my fighters or to fly the main ship while I use the fighters, and I get a whopping 90% of the cut always.

And that's a pretty sweet deal I think.
 
I like that progression arc too! The problem is, I don't have bundles of credits to throw away, and the cut that they take from me over a long period of time is not affordable to me. Thus I am effectively denied this part of the game which I really want to play. This is the result of bad game design.

But you can hire an expert and dismiss them before paying them :)

So the game provides options. Frankly if you are concerned about credits I'd advocate not hiring staff at all. Another option for the cash-stretched small business to consider :)

There are plenty of questionable design decisions in this game, but I don't think having to pay hired staff even when they are not actively working is one of them.
 
Again, like I said in my
Eh, I have trained a couple of npcs up to elite. Lost one when my Cutter got totally annihilated in a CZ a few years ago (my fault, I was playing while half asleep, and hadn't noticed how low my shields were.) - and as this was before we could pay to get the crew member brought back to life, she was gone for good.

Trained another one up, and have kept her around for several years now. She could buy a few Imperial Cutters or Federal Corvettes of her own now if she wanted with the wages I've paid her over the years... Which is as it should be.

She's also helped me make a lot more money over the years as I've had the services of an elite pilot for my fighters or to fly the main ship while I use the fighters, and I get a whopping 90% of the cut always.

And that's a pretty sweet deal I think.
Again, like I said in my original post, I have no problem paying them the money that they do earn, and if they helped escort my trade ship then I'd happily give them their share. However my main source of income does not involve these copilots, and it just feels terrible having to pay them hundreds of millions for doing nothing. Maybe a few hundred million is not a big deal to you, but for most of us it means 3~5 hours of pure cash grind, and that's not fun.
 
But you can hire an expert and dismiss them before paying them :)

So the game provides options. Frankly if you are concerned about credits I'd advocate not hiring staff at all. Another option for the cash-stretched small business to consider :)

There are plenty of questionable design decisions in this game, but I don't think having to pay hired staff even when they are not actively working is one of them.
Like I said in my original post, hiring and dismissing them detracts from the gaming experience, because I won't be able to train then up to Elite; and keeping them around also detracts from the gaming experience because it means I'll have to do 5 extra hours of cash grind per 7 billion I earn for no good reason. Yes the game gives you choices, but all the choices are terrible, and I don't see how the fact that there are choices is supposed to make me feel better.

I have no problem paying hired staff, which you would know if you read my original post :) . I'm good with either paying them a fix salary or paying them dividends on the actions that they actually participated in. I'm NOT good with paying them a percentage of MY total profits regardless of their contribution or role in the process. It's just not a sensible deal to keep these pilots around when you're part-time bounty hunter and full-time miner, for example. And this is just bad design because it puts the player in between a bunch of bad choices.
 
Again, like I said in my

Again, like I said in my original post, I have no problem paying them the money that they do earn, and if they helped escort my trade ship then I'd happily give them their share. However my main source of income does not involve these copilots, and it just feels terrible having to pay them hundreds of millions for doing nothing. Maybe a few hundred million is not a big deal to you, but for most of us it means 3~5 hours of pure cash grind, and that's not fun.
LMAO.

Uh, sorry. That was rude.

3 to 5 hours of pure cash grind? :D - Yeah that's not how that works.

Because it's not that I've forked over a few hundred million after playing a few hours. That's just the sum I've slowly paid over thousands of hours of game time over the years. And thus, it hasn't affected my enjoyment of the game at all.

You seem to be very upset at the prospect of paying an npc for "doing nothing" - well then stick to your current scheme of hiring and firing them. Me I care more about always having the option of bringing an elite pilot if I need her for something.

And that's well worth a tiny cut of my profit when I'm not using her.
 
Agreed. At the very least, I would like a reason to train more than one NPC, but I have no reason to do that if it's going to mean losing 30% of my income.

I'd love to have a different NPC for each different activity; one for thargoids, one for piracy, one for standard PvE combat. I'd happily invest loads of ingame time leveling them up. But right now, I can't, in good conscience.
I have one Elite NPC that I trained up and now they can be insured you don't need more than one. They can't be trained for specific roles, they are what they are, so that's a RP exercise only. It will make zero difference to their performance.

I don't care about them taking a retainer, not sure why the idea is so alien to some people, it's not unheard of for engineers etc. to be paid to be on call IRL, and yes that does impact on their ability to take other jobs. It makes no sense in the context of a game with dozens of jobs at every station where you can just fly in and pick one up but if the pricing had been thought through a bit better instead of being a silly and arbitrary percentage it would be no issue at all.

I would support making the retainer costs the same for everyone to avoid someone with more money paying more for the same NPC than someone with less money. That could be changed to a flat rate retainer fee for when they are inactive that is the same cost for everyone and based on the NPC's rank, and then only have them take ten percent of your actual earnings when they fly with you or, if you want to go the whole hog there too replace that with a bonus for every hour they are actually with you, again based on their rank and again the same for everyone.

All the complaints I have ever seen about NPC crew only ever think of them in terms of combat, where they largely serve as a decoy/distraction or perhaps to chase a retreating enemy but not really worth what you go through for them to be great at either. I'm currently having a blast in my MK II Explorer with slf in the Magellan's Star area and the crew member has already been a useful addition. If anything gets decided or done about it I hope the devs keep in mind that just because someone can't imagine using their crew in a different way doesn't mean others can't and expand their abilities in all areas.
 
LMAO.

Uh, sorry. That was rude.

3 to 5 hours of pure cash grind? :D - Yeah that's not how that works.

Because it's not that I've forked over a few hundred million after playing a few hours. That's just the sum I've slowly paid over thousands of hours of game time over the years. And thus, it hasn't affected my enjoyment of the game at all.

You seem to be very upset at the prospect of paying an npc for "doing nothing" - well then stick to your current scheme of hiring and firing them. Me I care more about always having the option of bringing an elite pilot if I need her for something.

And that's well worth a tiny cut of my profit when I'm not using her.
How was I rude, and how is that not how it works? The NPC had zero contribution towards my main source of income, and yet I have to spend 5 hours of not actually playing the game just because he exists. Do remember that for us who don't play games 16 hours a day, 5 hours of game time means not playing any games for 3~4 days! And what do I get from this sacrifice? The option to occasionally make use of a (not even Elite yet) NPC.

The thing is I don't want to have to stick to my current scheme and basically abandoning an area of the game. I want to have access to an Elite sidekick when every now and then I go on a pirate hunt. The game doesn't have to make us choose between two bad outcomes, it's not like there's no better alternative, no. This design choice is literally causing unnecessary pain gameplay wise.
 
I have one Elite NPC that I trained up and now they can be insured you don't need more than one. They can't be trained for specific roles, they are what they are, so that's a RP exercise only. It will make zero difference to their performance.

I don't care about them taking a retainer, not sure why the idea is so alien to some people, it's not unheard of for engineers etc. to be paid to be on call IRL, and yes that does impact on their ability to take other jobs. It makes no sense in the context of a game with dozens of jobs at every station where you can just fly in and pick one up but if the pricing had been thought through a bit better instead of being a silly and arbitrary percentage it would be no issue at all.

I would support making the retainer costs the same for everyone to avoid someone with more money paying more for the same NPC than someone with less money. That could be changed to a flat rate retainer fee for when they are inactive that is the same cost for everyone and based on the NPC's rank, and then only have them take ten percent of your actual earnings when they fly with you or, if you want to go the whole hog there too replace that with a bonus for every hour they are actually with you, again based on their rank and again the same for everyone.

All the complaints I have ever seen about NPC crew only ever think of them in terms of combat, where they largely serve as a decoy/distraction or perhaps to chase a retreating enemy but not really worth what you go through for them to be great at either. I'm currently having a blast in my MK II Explorer with slf in the Magellan's Star area and the crew member has already been a useful addition. If anything gets decided or done about it I hope the devs keep in mind that just because someone can't imagine using their crew in a different way doesn't mean others can't and expand their abilities in all areas.
I literally said in my post I have no problem paying them a fixed wage, or a percentage of actions they are involved in. No retainer in the world is given as a percentage of the employer's overall profits. Like seriously did you guys even bother to read what I wrote before commenting?
 
I literally said in my post I have no problem paying them a fixed wage, or a percentage of actions they are involved in. No retainer in the world is given as a percentage of the employer's overall profits. Like seriously did you guys even bother to read what I wrote before commenting?
Yes, you eventually grasped the idea of paying a retainer after demanding removal of payment completely while shouting "what's the point of it?" in the OP. But as already stated it makes no sense in a game without the same IRL state, so basing it on that was wrong headed in the first place. Some people have said they don't mind paying but I don't believe anyone has said it doesn't need changing or would find a change unwelcome.
 
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