NPC Crew Cost Overhaul Needed

I agree with the OP but, in my RP world I have to have a companion with me when traveling the Galaxy so I pay the price. The Crew system in ED is the closest thing I get to immersion with a crew member. So, I have a nice, beautiful expert pilot I've employed for 100s of hours to keep me company while exploring the Orion Spur or Arm to SagA.
GL HF
Would be nice if you can actually see them sitting next to you 😄
 
They should only receive full pay while piloting our ships.
Here’s a guess based on nothing more than having observed FDev for a while: they were worried that people would cheat the system by setting the pilot to inactive before handing in the combat bonds.

Yes, yes, you’re about to propose an easy way around this. Don’t bother. I can think of ways around it too. What I’m saying is that I think FDev took the easy way out - they shrugged and said “give them a cut of everything, all the time.

Again, just a guess.

7. Watch the radar and warn me of trouble
Killer feature right there.

I’ve often proposed letting freighters have some kind of non-destructive defense against interdictions - decoys you could launch in supercruise, or something that would look like a bright beam of light to the pirate- basically a jammer.

An npc that either fly the ship or operate defenses would be awesome
 
Here’s a guess based on nothing more than having observed FDev for a while: they were worried that people would cheat the system by setting the pilot to inactive before handing in the combat bonds.

Yes, yes, you’re about to propose an easy way around this. Don’t bother. I can think of ways around it too. What I’m saying is that I think FDev took the easy way out - they shrugged and said “give them a cut of everything, all the time.

Again, just a guess.


Killer feature right there.

I’ve often proposed letting freighters have some kind of non-destructive defense against interdictions - decoys you could launch in supercruise, or something that would look like a bright beam of light to the pirate- basically a jammer.

An npc that either fly the ship or operate defenses would be awesome
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I figure mine hasn't bought their own fleet carrier yet because they're such good friends with the FC officers. Which makes sense, given that she's spent the past year just sitting on my carrier, I assume playing Galaga, while I've been off bringing glory to mankind as best I could.

I'm not even annoyed, though, because there is currently no practical difference between 88B and 80B credits. Until recently the only currency that mattered to get to do fun things was engineering materials. Now the only currency that matters is PP 2.0 merits. (Or will matter, when it becomes possible to earn them fast enough for it to matter at all.)

That said, it would still be nice if they could do more for their money. Having the ability to visibly sit in the cockpit and do something like take the controls on command, especially for navigation, would be well worth the billions. The code already exists for Apex. Or sending them off in a different ship on Tritium pickup runs, offscreen, would be something. Make them more like a copilot or business partner to justify the incredibly high wages they earn, rather than a (poorly aimed) hired gun.
 
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I figure mine hasn't bought their own fleet carrier yet because they're such good friends with the FC officers. Which makes sense, given that she's spent the past year just sitting on my carrier, I assume playing Galaga, while I've been off bringing glory to mankind as best I could.

I'm not even annoyed, though, because there is currently no practical difference between 88B and 80B credits. Until recently the only currency that mattered to get to do fun things was engineering materials. Now the only currency that matters is PP 2.0 merits. (Or will matter, when it becomes possible to earn them fast enough for it to matter at all.)

That said, it would still be nice if they could do more for their money. Having the ability to visibly sit in the cockpit and do something like take the controls on command, especially for navigation, would be well worth the billions. The code already exists for Apex. Or sending them off in a different ship on Tritium pickup runs, offscreen, would be something. Make them more like a copilot or business partner to justify the incredibly high wages they earn, rather than a (poorly aimed) hired gun.
But does your OG NPC do fixed beams okay?

Trying to confirm if hiring a new one fixes the issue. 🥹
 
I have absolutely no issue with how much the NPCs cost. No matter what i do, they only take a part of my profit. So, when i read the numbers they earned i know that for every million she has earned, i have earned over 10.1 millions. (At 9% rate. )

My issues with SLFs rather is the reduction other players get. For me the big advantage of the SLF was (when my friends still played) that it allowed us to play together quickly. But we quickly also learned this way, that the game actively punishes cooperative play. Punishing my friends with a 95% payout reduction because my combat rank is too high is very toxic. This is what actually should be fixed.
 
But does your OG NPC do fixed beams okay?

Trying to confirm if hiring a new one fixes the issue. 🥹
I have done very little non-AX combat for the past year, except for occasional CG's but recently did some bounty hunting as a PP 2.0 test.

In that I found she seemed to hit moderately well with a fixed beam gu-97. Against condas she was consistently on target for most of each pass, against more agile ships less so but wasn't always missing. (That is, she had a lot less time on target, but nonzero.) Thing is, it had been so long that I'm not sure I remember well enough to say how much worse it was than performance back before the NPC pilot bugs.
 
We have NPC mission givers in the terminals.

As an RP / Functional role, it would be nice if we could meet our NPC SLF pilot in the bar and have them provide scaled reward missions related to their functionality (bounty hunting / assassinations/ massacres etc.).

As a side note - no one is really using the AX Guardian fighters (at least when I visit AX combat locations they are not used, in fact many players will shoot them down on purpose to stop rubber banding), it would be nice if the human damage penalty were removed from those fighters so that they could be employed in basic combat roles.
 
Crew ED.jpg


I have a new, more experienced pilot at the moment but these two flew with me for 100s of hours. Too bad I couldn't watch them walk across the bridge (accolades to others who mentioned this ^^ ) to jump in my SLF and do escort duty.
 
Hmmm.... i've had 3 NPCs for a long time. Main one was trained up from basic to Elite and she's still with me. She's earned somewhere north of a billion credits.

I don't think she could afford a fleet carrier yet.

I don't know what you think your "friends" (LOL) are saying, because they are not expensive at all. Unlike FCs they don't take money from you regardless of what you do. They do take a cut of what you earn. But when you are earning millions or billions, you barely notice it. At one point i had 3 NPCs, taking around 20% of my income, didn't even notice it.
 
Hmmm.... i've had 3 NPCs for a long time. Main one was trained up from basic to Elite and she's still with me. She's earned somewhere north of a billion credits.

I don't think she could afford a fleet carrier yet.

I don't know what you think your "friends" (LOL) are saying, because they are not expensive at all. Unlike FCs they don't take money from you regardless of what you do. They do take a cut of what you earn. But when you are earning millions or billions, you barely notice it. At one point i had 3 NPCs, taking around 20% of my income, didn't even notice it.
The point would be, the number of activities in which they earn that 20% is very limited, and it isn't like it's the only drawback from having them.

Not a massive deal with the Large ships, but Medium ships will be somewhat compromised in the first place from having the SLF bay installed given they need a Size 5.
My understanding is that the Pilots don't just take a share of credits, they take a proportionate share of Elite Rank experience, slowing down the road to Elite even further.
I can't remember if I tested this before I stopped using them, but I would also assume that they reduce your contributions to Community Goals in kind too. Would be interesting to hear if any one has checked this out with the PP2.0 merit system.

I briefly really enjoyed using SLFs until I realised how much they were slowing down my progress.
 
So a percentage wage suddenly becomes "prohibitively expensive" when the number gets big? Did you guys not learn in school how percentages work? And bagging 91% of the earnings is certainly not "prohibitively expensive". This is silly.
Recent history demonstrated that many people really don't understand %s. 😏
 
The point would be, the number of activities in which they earn that 20% is very limited, and it isn't like it's the only drawback from having them.

Not a massive deal with the Large ships, but Medium ships will be somewhat compromised in the first place from having the SLF bay installed given they need a Size 5.
My understanding is that the Pilots don't just take a share of credits, they take a proportionate share of Elite Rank experience, slowing down the road to Elite even further.
I can't remember if I tested this before I stopped using them, but I would also assume that they reduce your contributions to Community Goals in kind too. Would be interesting to hear if any one has checked this out with the PP2.0 merit system.

I briefly really enjoyed using SLFs until I realised how much they were slowing down my progress.
Yes they take approximately half your combat XP while they are ranking up but unlike their credits take the XP is only taken when you use them in a fight. Which is why I tended to only carry them on my non combat ships to be used as a defence when I wasn’t interested in fights.
 
We have NPC mission givers in the terminals.

As an RP / Functional role, it would be nice if we could meet our NPC SLF pilot in the bar and have them provide scaled reward missions related to their functionality (bounty hunting / assassinations/ massacres etc.).

As a side note - no one is really using the AX Guardian fighters (at least when I visit AX combat locations they are not used, in fact many players will shoot them down on purpose to stop rubber banding), it would be nice if the human damage penalty were removed from those fighters so that they could be employed in basic combat roles.
On AX Fighters, the Trident is actually a viable choice as it does absolute damage, only one of its kind, rather than the standard plasma fighters which are 50/50 thermal and kinetic.
 
Afternoon team,

As a returning player, I have to stress how desperately we need an overhaul of NPC Crew costs. As it stands, the percentage cut of all revenue can potentially make a single crew member more expensive to maintain than a fleet carrier! In fact, the fleet carrier is a great comparison because it has periodic upkeep costs (NOT a percentage of your total revenue!). This same system should be applied to NPC crew. They will become inactive if their upkeep is not paid, but they will no longer take a percentage of all revenue.

This may seem like a minor issue in the grand scheme of things, but I have a number of friends who get into the game and are amazed by the ship launched fighters, only to find out they are prohibitively expensive once they start making some real credits. I've had multiple friends quit as a result, and I myself don't use SLF even on my large ships for this reason.

Fixing this issue would go a long way to making SLFs the asset to large ships that they should be.

Thanks

P.S. Huge congratulations to Frontier for the new direction they're taking with Elite. Everything I've seen in the past few months since returning to the game with my friends has convinced me that Frontier is revitalizing this game. The Arx store and release of pre-made ships is the exact direction the game needs to go to maintain profitability. ED is already the best space game on the market, and it can only get better with this approach.
This is extraordinary.

Go away.
 
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