Please, this. Telepresent multicrew requiring physical cockpit seats. Incorporeal NPC crew who die when a ship is lost, but can't project an image into a cockpit seat. Multicrew who can't drive an SRV. The unexplained absence of NPC wingmen. Love the features, but the rationales are becoming increasingly like a nitrous oxide party. Let's hope that in 3.0, all these systems are straightened out and standardised, and that one day there will be a Hair Shirt Iron Man mode where the only data that can travel FTL is SMS sized.
Hi!
I have a question about 2.3 and Horizons in general: What is the state status of the Mac version, do you still plan to release Horizons for the Mac?
If there are still some technically issues with OS X: do you think about a trimmed-down version of planetary landings, so that Mac users will be able to buy Horizons?
Hi!
Alternatively I suggest to start a Kickstarter campaign to get enough funding to port Elite to Metal (when this supports everything which is necessary) or something like this.
Q. As established by both game mechanics, and in the lore, data travels between the stars fastest on ships. This is why data delivery missions exist, why we have to turn in exploration data, bounty vouchers, and combat bonds, and a major reason why trade data isn't available remotely. Given that telepresence violates one of the core aspects of the game's setting, and makes large swathes of the game's mechanics nonsensical, is it possible to drop telepresence as an explanation for multi-crew, and just leave it unexplained, like most other game convenience compromises?
Please, this. Telepresent multicrew requiring physical cockpit seats. Incorporeal NPC crew who die when a ship is lost, but can't project an image into a cockpit seat. Multicrew who can't drive an SRV. The unexplained absence of NPC wingmen. Love the features, but the rationales are becoming increasingly like a nitrous oxide party. Let's hope that in 3.0, all these systems are straightened out and standardised, and that one day there will be a Hair Shirt Iron Man mode where the only data that can travel FTL is SMS sized.
Agreed. It's a lot better if some of this stuff is just glossed over, than having some in-lore explanation that collapses under any kind of close scrutiny. Another example is instant repairs and loading/unloading of cargo. Explanation? it's a game. It's not holographic cargo or holographic ship components getting re-rezzed. We pretend not to notice that it's instantaneous, just like we pretend not to see the wires on old sci-fi movies. Please do the same for multicrew.
I guess the only question I would ask of Sandro is this:
Can you go through and explain the reasoning for FD implementing Multi-crew in the way you have done, with a lot of limited functionality?
Nothing to do in supercruise, nothing for Multi-crew Exploration beyond telling people you intend to explore - allowing manifest/wake/kill warrant scanners, but not allowing ADS/DSS, not allowing SRV; limiting multi-crew so much that you are easily able to stop crew from doing anything at all, and many more observations that have been brought up overall.
What's the reasoning behind this? I'm genuinely curious - was it time constraints? Is this a framework at this stage to get in place before adding more to at a later date?
It just seems a bit empty and not living up to the potential it clearly has, so much so in fact, that as I look at everything coming out of the beta forum and the videos and discussions around it, surely FD cannot regard it as a complete feature in this form?
So, some explanation as to how this came about and an indication of where it's going in the future please.
I guess the only question I would ask of Sandro is this:
Can you go through and explain the reasoning for FD implementing Multi-crew in the way you have done, with a lot of limited functionality?
Nothing to do in supercruise, nothing for Multi-crew Exploration beyond telling people you intend to explore - allowing manifest/wake/kill warrant scanners, but not allowing ADS/DSS, not allowing SRV; limiting multi-crew so much that you are easily able to stop crew from doing anything at all, and many more observations that have been brought up overall.
What's the reasoning behind this? I'm genuinely curious - was it time constraints? Is this a framework at this stage to get in place before adding more to at a later date?
It just seems a bit empty and not living up to the potential it clearly has, so much so in fact, that as I look at everything coming out of the beta forum and the videos and discussions around it, surely FD cannot regard it as a complete feature in this form?
So, some explanation as to how this came about and an indication of where it's going in the future please.