NPC crew capacity increase

It still kind of bothers me that we can hire three crew members but only use one. If you multi-crew you can have two fighters out at one time, one player controlled and the other A.I. controlled, or both player controlled. It kind of makes no sense that you can only have one fighter deployed at a time when flying solo. let me be a carrier.
 
Yesssssss, someone gets it...... Please devs, listen to this post....
We need more crew cap for our ships with NPC's, having space for hiring 3 but being limited to only one on the ships is honestly stupid and we really do honestly need a update on it that will at least increase to 2 NPC's if not letting you use all 3. Please do this, it would be so awesome......
 

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Clever workaround (y)
Yep, I just multicrew with myself. It's a bit of a pain to set up, but once it is, it really adds to my immersion (especially in VR). I'm also enjoying the challenge of ranking up my alt account using 100% multicrew - Jenny has never even left the space port in her starter Sidewinder, yet she has a few million credits now and rank in both combat and trade.

That's not to say I don't want a proper NPC crew, but like most things in ED, I got tired of waiting.
 
So better turret behavior IS a benefit of multicrew? I was wondering if this was the case, based on my observations.. Please confirm!
I was thinking that human-controlled turret can be more effective just because of the player skills. Not sure about any difference in pure weapon stats.
 
I was thinking that human-controlled turret can be more effective just because of the player skills. Not sure about any difference in pure weapon stats.

Multicrew controlled turrets do have some important advantages compared to normal ones, although outright damage isn't one of them as far as I'm aware. They allow the use of experimental turrets, they ignore chaff, they understand regen sequence lasers and the aim assist does help with general accuracy. Even without the free pip, a ship with a dedicated gunner will perform better than one without.

Although I'm definitely in favour of the whole "merge multicrew with NPC crew". They should never have been separate mechanics in the first place. Simply make the number of telepresence suites a variable for the hangars and make dual suites a unique fixture of the class 7 hangars as currently they don't really have any notable advantages over the class 6 hangars (yes, technically they have more reserve ships, but who actually stays in combat long enough to go through the 16 fighters on a class 6?)
 
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