On the whole, it does not matter what you or I consider a "waste of development effort".
You have just made more verbose regurgitation of the previous complaint. Nothing new, and besides the points I made back in post #473.
I think the complaints about depth of gameplay (or lack there of) are highly exaggerated and typical of those with unrealistic expectations from game developers in general.
The purpose of multi-crew and squadrons seems to be similar to that of wings - to help better facilitate co-operative gameplay - Nothing more. There is nothing wrong with that approach.
As for CQC - it was clearly designed for those with a hankering for e-Sports type PvP gameplay. There is nothing wrong with that either, though personally I have little interest in it - or any other form of PvP.
We (still) need to disagree...
"complaints about depth of gameplay (or lack there of) are highly exaggerated" - Why is it in a 2018 space game I cannot even undertake basic tactical combat scenarios? For example like a simple convoy escort mission through an asteroid field, ideally with a bunch of friends in a Wing, or some NPCs I can give basic commands to (as per FD's own design document at Kickstart!)
"The purpose of multi-crew and squadrons seems to be similar to that of wings - to help better facilitate co-operative gameplay - Nothing more. There is nothing wrong with that approach." - Nothing wrong? Mutlicrew has been a huge wasted effort for most of the community because of the lack of investment in core gameplay depth. I can only imagine what development time could have achieved elsewhere, and how that could have benefitted most of the community. Ort what Multicrew could have offered had FD had deeper mechanics elsewhere to leverage for it. See here - https://forums.frontier.co.uk/showt...-now-coming-back-to-bite-ED-in-the-boosters!?
"As for CQC - it was clearly designed for those with a hankering for e-Sports type PvP gameplay. There is nothing wrong with that either" - There's nothing wrong with a design choice to develop a stand alone title which is of little/no interest to most of the community, while that development effort could have instead moved the core gameplay forwards? eg: Imagine if CQC had put fighter bases gameplay into the core game we could be holo-me'ing to Capital ships to fight off Thargoid scouts now...
Ultimately, we clearly disagree on the quality/nature of what FD are developing. eg: You see "nothing wrong" with Multicrew, where as I see it as a poor allocation of development time and it underlining what happens when there's a lack of investment into core gameplay. And this lack of investment is causing issues across the game now. From standard mission depth, to the Thargoid invasion and soon no doubt Squadrons/Fleet Carriers...
As I said before, by all means comment on a more specific example of how layers of investment in core gameplay can feed off each other, instead of FDs approach of all too often just bolting on dead gameplay which soon collects dust (eg: Generation Ships) - https://forums.frontier.co.uk/showt...l-generation?p=6649287&viewfull=1#post6649287
And by all means see what sort of gameplay I'd envisage Squadrons and Carriers offering. But of course with no core improvement be really attempted by FD, is it suprising all they're discussing being offered by Squadrons risks being organising groups to go to a RES or CG. This AFTER FOUR YEARS! - https://forums.frontier.co.uk/showt...ron-quot-Role-quot-and-more-involved-gameplay
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