NPC gunners?

Can hired NPC's be given turret control? If not, is this a feature that is planned?

I'm seriously looking at the Imp Clipper as my "end-game" ship. It has speed, agility, good internals, and a fair number of hardpoints. However it has a problem with hardpoint placement on the wings. If you only use fixed weapons, one wing is going to miss (because they're so far apart). If you use fixed on one wing and gimballed on the other, one wing is going to become useless if the target uses chaff.

That would suck. If the target pops chaff and half your guns become useless, you're going to be left wondering why you grinded up rank and bought the nice faction ship. If I could put turrets on one wing, and hire an NPC gunner, then all the guns could become useful even if your targets use chaff.

I don't think it would be too OP. It comes with some tradeoffs:

1. You don't control those guns anymore. In an environment with multiple targets, the NPC could decide to shoot something else.
2. You don't control your weapon capacitor or heat generation anymore. He will keep firing regardless of whether or not you want to recharge for your fixed guns, or regardless of if you're running hot.
3. The NPC may frequently miss his target, depending on his skill level.
4. You have to pay the NPC.

However with some ships, like the Imp Clipper, an NPC gunner may be the only way to have an effective weapon loadout.

So I just wanted to find out more about this, is it possible and if not is it something planned?
 
NPCs currently can only fly SLF... though if you fly the fighter they take control of your main ship.

Would be cool for NPC crew to do a lot more sure we'll get it one day.

I found my NPC's were useless until they ranked to competent.
 
There are several things to solve with introducing more NPC crew members:

1) Current way of not being able to ensure they don't die when your ship blows up just isn't right. Also way they collect money while on leave too. I guess it is all because of balance, but those mechanics doesn't really work well;
2) DDF talks about making sure your crew members are happy otherwise they might leave. That might come into place of these mechanics;
3) introducing new roles for NPC crew members will disturb combat mechanics. Needs to address those; As for NPC gunners, those guns already are tracking, so good question what benefit they would bring; Better aim?
 
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@O.P.: Not sure I understand... Don't turrets behave like turrets when you put them in turrets mode?!

(I know it smells like that X-Zibit meme from a mile away)
 
@O.P.: Not sure I understand... Don't turrets behave like turrets when you put them in turrets mode?!

(I know it smells like that X-Zibit meme from a mile away)

Yes but when they are computer controlled they become useless when the target uses chaff. You can put turrets in fixed mode, but the issue I raised with the Clipper is that you can't hit targets with all your fixed guns. The Clipper is one of the widest ships in the game, and the hardpoints are located on the wings.

The ideal clipper needs a wing with fixed guns, and a wing with turrets that are manually controlled by a gunner.

That's just how the ship was put together. Blame the Imperial Engineer who designed it.
 
NPC's need to be able to mine while you fly the SLF.

I know this opens up many exploits like leaving them mining while you're at work - but I wish it was possible.

Mining is another place where an NPC gunner would be a valuable asset. It becomes tiresome holding the button down. At least with a gunner you could let them hold the button down, and you could focus on targeting and limpet control.
 

Deleted member 38366

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So I just wanted to find out more about this, is it possible and if not is it something planned?

No, sadly the NPC "Crews" are just 3 things :
- fly the SLF and do combat in it
- fly the Mothership and do combat in it
- enjoy passive income while not on duty and cutting into most BGS Inputs on top

NPCs can't :
- fill empty seats in a Ship
- perform a KWS
- perform a Manifest scan
- make any decisions on their own (i.e. a sensible egress decision while in the Mothership and the CMDR in the SLF)
- defend another Ship
- fly tactically sound or by any such orders or a Player-issued set of parameters
- use different Weapon types properly vs. Shields or Hull
- operate over Planet surfaces while the Player is in the SRV
- operate the SRV themselves with the Player in the Mothership
- operate the Mothership while the Player operates the Turrets (like in MultiCrew)
- support the Player while Trading (outside of pure Combat)
- support the Player while Mining (outside of pure Combat)
- support the Player while Exploring (outside of pure Combat)
- support the Player while Salvaging (outside of pure Combat)
- support the Player with misc. duties
- eject safely from the Mothership
- (plus whatever I forgot)
 
Yes but when they are computer controlled they become useless when the target uses chaff. You can put turrets in fixed mode, but the issue I raised with the Clipper is that you can't hit targets with all your fixed guns. The Clipper is one of the widest ships in the game, and the hardpoints are located on the wings.

The ideal clipper needs a wing with fixed guns, and a wing with turrets that are manually controlled by a gunner.

That's just how the ship was put together. Blame the Imperial Engineer who designed it.

So, you want an in-game way to make Chaff useless by using NPC controlled turrets?
 
Been saying the same thing for ages...

Be nice if NPCs had a variety of specialist skills (engineer, gunner, pilot, navigator, trader etc) and simply having them on-duty on your ship provided some kind of boost to related stat's.

That'd be the bare-minimum, mind you.
Ideally, I'd like to see them in their seats and then be able to give them a variety of commands, depending on their role.
 
So, you want an in-game way to make Chaff useless by using NPC controlled turrets?

As I said, NPC gunners come with trade-offs.

Player gunners are already immune to chaff. It makes sense - the turrets are under manual control. What does if matter to a human if the enemy shoots some glitter into space?
 
As I said, NPC gunners come with trade-offs.

Player gunners are already immune to chaff. It makes sense - the turrets are under manual control. What does if matter to a human if the enemy shoots some glitter into space?

I'll reword my question, if the NPC suffered from chaff would you still want this?
 
Can hired NPC's be given turret control? If not, is this a feature that is planned?

I'm seriously looking at the Imp Clipper as my "end-game" ship. It has speed, agility, good internals, and a fair number of hardpoints. However it has a problem with hardpoint placement on the wings. If you only use fixed weapons, one wing is going to miss (because they're so far apart). If you use fixed on one wing and gimballed on the other, one wing is going to become useless if the target uses chaff.

That would suck. If the target pops chaff and half your guns become useless, you're going to be left wondering why you grinded up rank and bought the nice faction ship. If I could put turrets on one wing, and hire an NPC gunner, then all the guns could become useful even if your targets use chaff.

I don't think it would be too OP. It comes with some tradeoffs:

1. You don't control those guns anymore. In an environment with multiple targets, the NPC could decide to shoot something else.
2. You don't control your weapon capacitor or heat generation anymore. He will keep firing regardless of whether or not you want to recharge for your fixed guns, or regardless of if you're running hot.
3. The NPC may frequently miss his target, depending on his skill level.
4. You have to pay the NPC.

However with some ships, like the Imp Clipper, an NPC gunner may be the only way to have an effective weapon loadout.

So I just wanted to find out more about this, is it possible and if not is it something planned?

Hmmmm... to me, NPC gunner for your turrets doesn't sound like it'll be much different to using the turret as is in the first place. They already miss a ton and track poorly, with some moments of proper tracking. They already fire constantly without regard to whether or not you want to fire your fixed weapons. If you set turrets to fire at all hostiles, they'll already fire at multiple hostile targets without your input. What you'll basically be asking for is to swap from AI controlled turrets, to AI controlled turrets.

It sounds good in principle - having an NPC crewman fire your guns for you - but we already have that functionality.

Better idea is probably to give NPC crew helm control so you can take direct control of the turrets (and by extension have all the expanded gameplay of multicrew without other CMDRs present).

As it stands at the moment, however, your "crew" are not "crew", they're fighter pilots.
 
I'll reword my question, if the NPC suffered from chaff would you still want this?

Absolutely not. Why would you pay someone to fire your guns worse than the ship computer would?

You're paying the NPC to do a job rather than let the computer do it.
 
When we're just at it, can I please have an NPC which fires my railguns for me? :D ;)
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Sorry for the sarcasm, but I think turrets currently do exactly what they are supposed to do. This suggestion will turn chaff into a PvP-only tool. I mean, if bringing an NPC can eliminate the drawback of chaff, then by definition any NPC ship should be immune to chaff.
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Hmmmm... to me, NPC gunner for your turrets doesn't sound like it'll be much different to using the turret as is in the first place. They already miss a ton and track poorly, with some moments of proper tracking. They already fire constantly without regard to whether or not you want to fire your fixed weapons. If you set turrets to fire at all hostiles, they'll already fire at multiple hostile targets without your input. What you'll basically be asking for is to swap from AI controlled turrets, to AI controlled turrets.

It sounds good in principle - having an NPC crewman fire your guns for you - but we already have that functionality.

Better idea is probably to give NPC crew helm control so you can take direct control of the turrets (and by extension have all the expanded gameplay of multicrew without other CMDRs present).

As it stands at the moment, however, your "crew" are not "crew", they're fighter pilots.

If you equate NPC control to computer control, then you would be correct.

I want the NPC's to be individuals that have a narrative, and perform valuable functions on my ship.

When we're just at it, can I please have an NPC which fires my railguns for me? :D ;)
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Sorry for the sarcasm, but I think turrets currently do exactly what they are supposed to do. This suggestion will turn chaff into a PvP-only tool. I mean, if bringing an NPC can eliminate the drawback of chaff, then by definition any NPC ship should be immune to chaff.
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PvPers can already multicrew around your chaff.
 
PvPers can already multicrew around your chaff.
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Impressive. That's the funniest conter I've heard in a long time. Please show me the PvPer who goes multi-crew. The gunnery role is way too poor for that.
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Mind you, if FD found a way to make gunnery better and more interesting, I'd be all for that. And if that actually happens, then having NPC gunners for that -might- even be worth considering. But in the current state: nope, sorry.
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There are several things to solve with introducing more NPC crew members:

1) Current way of not being able to ensure they don't die when your ship blows up just isn't right. Also way they collect money while on leave too. I guess it is all because of balance, but those mechanics doesn't really work well;
2) DDF talks about making sure your crew members are happy otherwise they might leave. That might come into place of these mechanics;
3) introducing new roles for NPC crew members will disturb combat mechanics. Needs to address those; As for NPC gunners, those guns already are tracking, so good question what benefit they would bring; Better aim?

1. I totally agree on this one. stupid mechanism. I do the they always take a cut is another shortcut FDev took to avoid creative CMDRs from putting the NPC back in the station before handing missions/etc that has payouts in credits.

2. I agree, if you have unused crew members why should they stay if unused for weeks/months?

3. I would expect NPC gunner to be working just as a CMDR gunner. So better aim and chaffs have less effect comes to mind. And higher ranked NPC gunner have better aim.
 
[video=youtube_share;8YNgK8IY_TA]https://youtu.be/8YNgK8IY_TA[/video]

"But my chaff!" Isn't a balance concern anymore.
 
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