NPC crew - Ok, it's RANTING TIME!

Of course, it's all my fault.
I knew it, but forgot.

Just started on an exploration journey.
And I choose the Anaconda, because I can bring with me a fighter AND STILL have a favourable jump range.
Very nice! [yesnod]

But, of course; I forgot to designate a driver, before I left.
So; I don't have no crew for that God Damn fighter! [squeeeee]

The problem is not huge, I'm out exploring and I can still use the basics.
But it IS annoying.
EXTREMELY annoying, that I can't just designate one of my crew members, from the ship, and also switch between them; from my ship.

I felt some hate.
Just for a short while, but it was there.

But, it was, of course, only my own fault.

Happy Trails! :)
 
Ubiquitious cheap instantaneous telepresence. But the NPC has to be physically aboard the ship...

NPCs are part of a lower class of Citizenship in which they get paid for doing nothing, and can only ride in the suicide car (seen only off screen), and basically sign a death pact with the ship. Except that the engineered ship (which is arguably more unique than the NPC) has a get-out-of-jail card and gets to be reincarnated.
 
Last edited:
NPCs are part of a lower class of Citizenship in which they get paid for doing nothing, and can only ride in the suicide car (seem only off screen), and basically sign a death pact with the ship. Except that the engineered ship (which is arguably more unique than the NPC) has a get-out-of-jail card and gets to be reincarnated.

@FD: See, this is why many people hate handwavium such as telepresence. Not because of the handwavium itself, but because it is not applied consistently. You can't just define an element in your lore that constitutes a disruptive technology (e.g. cheap instantaneous interstellar telepresence) and then conveniently forget that it exists sometimes.
 
Ubiquitious cheap instantaneous telepresence. But the NPC has to be physically aboard the ship...

still wondering, since they have to physically board the ship, how they can get in any station, no matter how far from your home system, in no time.
 
still wondering, since they have to physically board the ship, how they can get in any station, no matter how far from your home system, in no time.

Well they, kind of, like, how about, maybe, technology, it's the future!

ccGEYFm.gif
 
The thing that really grips my beans is that they get paid for sitting on their rump in a bar, while I do all the work and take the risk! I now hire them for a job, pay them for that, and then sack the thieving, unreliable boggers!
 
The whole NPC crew game mechanics beg for a second pass, as many other aspects of the game. FD can only do so much in terms of revamps with every update. Hopefully, the new focus on existing gameplay will help with that.

Right now, crew npcs are laughable ... at best (and perfectly ugly).
Patience is a virtue, as they say.
 
I really couldn't mind less about NPC crew's management before multi crew dropped.
Of course they've gotta be in there. Of course they have a chance to die (a 100% chance which is a shame). Of course you gotta pick em up at the latest station (even though they could be smart and get on board as soon as they noticed you fitting a fighter hangar).

But now, with telepresence multicrew... they feel really weird, out of place. Almost too real for the nonsensical parts of the game. And they can't control turrets.
 
OP, I feel your pain. Many times I've switched to my Corvette/Conda to run missions where I knew I'd face stiff resistance, only to find that when I launched the fighter, it put me in it since the crew member was still back at base. This lead to a less than optimal fight - plus seconds lost while deploying in the fighter and then switching back - and additional time lost as I have to switch to fighter (after combat) to bring it back on board. :/

The only change I would like to see them make to the game is an OPTIONAL (as in, make it a toggle switch in Functions, just like pre-flight check) to have it remind you before launching in a ship with fighters that you don't have crew assigned. Currently, it seems to only do that if you've just fitted fighter bays or similarly triggered the warning in outfitting.
 
Last edited:
My crew is, of course, always with me.
Doing stuff that is not actually in the game.
They get a stake in everything.

It's a happy crew.
Just the way I want it. [yesnod]
 
I am refusing to hire one for long term,as they die if I lose my ship(so all the ranking up is for nothing),and they are expensive...whether they come with you or not. My last hired crew made 160M Cr off me,before I fired her.

Next time I will do as a lot of you guys do, hire one and before handing bounties or missions or cartographic data,I will fire them.
 
If you are exploring, what need of you for the crew member? Other than not having to actually dock the fighter, there is nothing the crew member can do that your mothership and fighter can't do on auto pilot, right?
 
But, of course; I forgot to designate a driver, before I left.
So; I don't have no crew for that God Damn fighter! [squeeeee]

Easy to do - I keep doing it too! Fortunately I'm not heading out into the black, but I've had to turn back round and go back to port several times now having swapped back to my Cutter and forgotten the crew...

The thing that really grips my beans is that they get paid for sitting on their rump in a bar, while I do all the work and take the risk! I now hire them for a job, pay them for that, and then sack the thieving, unreliable boggers!

Unreliable isn't fair... They wait in every port in case you need them, and are ready at the drop of a hat. That's the very definition of reliable! :) I wish they'd take more care of my fighters, though. :D
 
OP, I feel your pain. Many times I've switched to my Corvette/Conda to run missions where I knew I'd face stiff resistance, only to find that when I launched the fighter, it put me in it since the crew member was still back at base. This lead to a less than optimal fight - plus seconds lost while deploying in the fighter and then switching back - and additional time lost as I have to switch to fighter (after combat) to bring it back on board. :/

The only change I would like to see them make to the game is an OPTIONAL (as in, make it a toggle switch in Functions, just like pre-flight check) to have it remind you before launching in a ship with fighters that you don't have crew assigned. Currently, it seems to only do that if you've just fitted fighter bays or similarly triggered the warning in outfitting.

To me, this is just another example of artificial obstacles and hindrances, that are in the game.
Just like that God awful "system" that comes along with that blue planet POI spot - the one that sucks so unbelievable much.

Being extravagant on this trip, I have brought TWO cars with me.
I can, easily and nicely, choose witch one I want to use.
And switch, equally easy and nice - back aboard the ship; to the other car.

This is, OF COURSE, how it should work with the NPC fighter crew as well.
How it is now, it's just stupid.

But, then again; I guess it's like this because it was the easy way out, when FDev designed it.
Probably some very bothersome difficulty stopped them from doing it the right way.
So, ok - it had to be the way it is now.
At least, that is what I hope. [yesnod]

When I play, The Crew is always with me.
No matter what official Frontier statements tell me.

They even sit in those empty chairs - just being invisible on my screen, at the moment. :D
Really look forward to actually see them there. [yesnod]
 
Back
Top Bottom