PAX 2.3 Beta Q&A thread

Hi there Sandro & Ed!

Myy biggest question that I hope to see answered is about Helm Control in multicrew.

As an explorer, when I think Multicrew, I think being able to share the galaxy and the journey with a friend. While they may be able to view the sights, they can't take an active part in my journey by flying my ship.

My question is this: What was the reason Frontier decided that the captain of a ship could never give up helm control to their Crew members?
Why wasn't that given to players along with the caveat that whatever happens, the captain takes full responsibility for their crew member's actions?

Is this something to do with a lack of time or networking issues and may we see this in the future in a half update?

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A lot of folks I've asked and have polled have wanted this feature. I can't see why this wasn't given if it's possible to do. Please help us understand.
P.S. If there is a better way to rephrase this question to make to help sell 2.3. while still asking the core of the question, then please rephrase it to your needs.
 
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Hi there Sandro & Ed!

Myy biggest question that I hope to see answered is about Helm Control in multicrew.

As explorer when I think Multicrew, I think being able to share the galaxy and the journey with a friend. While they may be able to view the sights, they can't take an active part in my journey by flying my ship.

My question is this: What was the reason Frontier decided that the captain of a ship could never give up helm control to their Crew members?
Why wasn't that given to players along with the caveat that whatever happens, the captain takes full responsibility for their crew member's actions?

Is this something to do with a lack of time or networking issues and may we see this in the future in a half update?

----

A lot of folks I've asked and have polled have wanted this feature. I can't see why this wasn't given if it's possible to do. Please help us understand.
P.S. If there is a better way to rephrase this question to make to help sell 2.3. while still asking the core of the question, then please rephrase it to your needs.

Yes please, i think we should get an answer on this.
 
Hello Paxies.

A follow up question from my question you answered on if the camera suite and gunner system will be a module. (which was answered as No because that would make it too difficult).

So my question :- With Credits being made so easy to make, via wing/crew combat and handwavieum 3rd person combat being introduced. Will the game ever have a Hard mode introduced ? Because as it is now, its becoming very easy and arcade genre in its direction and its wish to make things accessible to entry level players faster.
4600+ hrs in game would suggest I am not speaking from a lack of experience in the games development over time.

Thanks
BL1P oV (live long and prosper)
 
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Hello Paxies.

A follow up question from my question you answered on if the camera suite and gunner system will be a module. (which was answered as No because that would make it too difficult).

So my question :- With Credits being made so easy to make, via wing/crew combat and handwavieum 3rd person combat being introduced. Will the game ever have a Hard mode introduced ? Because as it is now, its becoming very easy and arcade genre in its direction and its wish to make things accessible to entry level players faster.
4600+ hrs in game would suggest I am not speaking from a lack of experience in the games development over time.

Thanks
BL1P oV (live long and prosper)

Hi!
Just adding this to the list. Do you mean hard from a credit earning point of view or hard from a difficulty and enemy point of view?

Currently we have these 2 other questions along similar lines and I'll group yours with these two but I want to be able to explain it right :)
Muetdhiver (ForumsQ&A thread): Any plans to create areas for heavily engineered ships above and beyond the difficulty of the current Assassination missions/Haz Res?
Darkfyre99 (Forums): When is there going to be an iron-man mode?
 
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Hi!
Just adding this to the list. Do you mean hard from a credit earning point of view or hard from a difficulty and enemy point of view?

Currently we have these 2 other questions along similar lines and I'll group yours with these two but I want to be able to explain it right :)
Muetdhiver (ForumsQ&A thread): Any plans to create areas for heavily engineered ships above and beyond the difficulty of the current Assassination missions/Haz Res?
Darkfyre99 (Forums): When is there going to be an iron-man mode?

Both credits and difficulty seem to be getting made easier.
Does that help or would you like some more clarification ? (I know, I do not clarify very well when posting thanks for asking for more info)

P.S feel free to re-word my question so that its legible :)
 
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Both credits and difficulty seem to be getting made easier.
Does that help or would you like some more clarification ? (I know, I do not clarify very well when posting thanks for asking for more info)

P.S feel free to re-word my question so that its legible :)

Nah thats good. I'll update it. Thanks! :)
 
Hello everyone,

Ed said during a livestream that an important annonce will show up during PAX but i can't find it.

Anyone have a clue ?
 
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Hello everyone,

Ed said during a livestream that an important annonce will show up during PAX but i can't find it.

Anyone have a clue ?

Hmm, not sure. I seem to remember something about exciting things in 2.3 we haven't seen yet but can't remember anything about PAX. Anyway the only really exciting new thing I saw was this:

[video=youtube;PEQTj8dTOC0]https://www.youtube.com/watch?v=PEQTj8dTOC0[/video]

which hints at a much deeper alien story coming soon.
 
was tehre any indepth discussion about what depth and mechanisms megaships will bring to the background sim ? As a way of linking teh 3 platforms (ps4, xbox and pc) or are they handballing those questions and focusing on message of multicrew multicrew multicrew
 
I had a question that I'm not sure has been asked yet, but if so could someone please point me to where it has?

My question is; Will Xbox one get some more achievements with 2.3?

Usually for each major update the Xbox version gets new ones, and they are always good. I appreciate the effort put into coming up with achievements and the different tasks they give to players. I also love the artwork, and frequently use the images unlocked via achievements for my Xbox dashboard background.

Thankyou
 
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I realise I probably sound every inch the enterprise software developer by saying "just add Access Control Lists to ship functions", but by exposing the current 'multicrew lite' roles as predefined sets of permissions, and allowing more detailed permissions as 'crew contract s', we could meet the needs of the quick blast crowd as well as those seeking a more thoughtful, longer term coop experience.

Lol I had the same idea - role based access control (RBAC) seems ideal to me for this. If it's good enough for tiered admin roles in enterprise mail servers, surely it should be good enough for making sure some rando doesn't aggro the space rozzers :p We already have the roles defined, so the captain (aka enterprise admin) can manage access and decide whether the gunner role has access to the chaff resource or not, and maybe give it to the pilot role when the ship's out of SLF's.
 
Lol I had the same idea - role based access control (RBAC) seems ideal to me for this. If it's good enough for tiered admin roles in enterprise mail servers, surely it should be good enough for making sure some rando doesn't aggro the space rozzers :p We already have the roles defined, so the captain (aka enterprise admin) can manage access and decide whether the gunner role has access to the chaff resource or not, and maybe give it to the pilot role when the ship's out of SLF's.

Quite. It would require a very thorough approach to replicating ship state (rather than the 'just enough to perform $ROLE' seen in beta), and to applying the right kind of locks/mutexes to critical ship functions so players' actions don't interfere. I imagine there's a fair bit of retrospective concurrency work going on in 2.3 to handle updates from multiple sources to things like ship heat.
 
But this is what literally happens (happened) in real life. Most ship owners throughout the ages started out as crewmates on someone else's ship, until they had saved enough to buy their own vessel. Out of all the various handwavium elements of multicrew, that is the only halfway realistic one.

I can imagine there being many "mentor" cmdrs who get recommended to noobs as someone trustworthy who will teach them the ropes and earn them their first few million, and generations of pilots saying "yeah I first flew under so and so, taught me everything I know"


Yes, but that is just his point. The crewmember is not really there.... The Multicrew module should have come after the ability to walk around on stations. Something akin to Star Citizen. You walk around on the station, join the ship and do the mission together. Or was David Braben's vision of the Elite universe anno 3303, ditched in favor of sales figures for the consoles?

At this moment your avatar is your ship. You are bound to it and you cannot dock, get out of your ship, walk up to a new ship which advertises the need for crew and get in. The problem is here that this telepresence, and the general way multicrew now works only has negative perks for the person who owns the ship and the 'virtual crewmember' just hops out and finds better 'work' elsewhere whithout risking ship nor rep.

Multicrew works best with fighters, and the host commander manning the ship and the turret guns. I don't really care for the gunner role since it hasn't been implemented according to the lore (1st person view). Also whenever people join my ship, I brief them that I want to keep control over the guns. They can use the fighters as they wish. If they don't comply, I eject them. Simple. Most of the time the gunner is idle leaving me a defenseless sitting duck, as long as the crew is not paying for my repairs, the guns will remain under my control.

IMHO Telepresence and multicrew the way it's been implemented currently belongs in CQC, where the distance you are from each other does not matter and will not cause any game breaking brainfarts.

In-game multicrew should be without perks (no extra pips) and your ship should physically be where your host's ship is landed. Meaning no joining ships while they are not docked at the same station. The BBS could (just like it does at the moment with NPC crew and with Passenger Missions) list a number of commanders which could join your ship in that station and in neighboring systems. Then if the host ship gets destroyed with crew on board an (invisible) escape pod will bring you back to the station you started from. Identical mechanic for disconnects. You can then get into your ship that you left behind or join another ship as a crewmember. Should your host not land at the departing station. No biggie, via a sort of PIP boy or a BBS on the station, you could recall your ship, or buy a sidewinder and hop back from where you came, or get into another ship as a passenger, or hire a ship as a passenger with the hard earned cash you made. Or board a mega ship, and get transfered instantaneousy to your destination. It's your choice to play then. Now a lot is been pushed down our throats without even considering the lore.

Maybe this doesn't float too well with people who can only afford to play ED for half an hour a day and need the quick adrenaline rush and join a massive cutter for the sake of manning its fighter for fifteen minutes without waiting for it to arrive at the station they are docked at. CQC definitely needs some love and more environments and mission types, it doesn't need transposing into the main game.

However for us who play the game 'as intended' I would prefer to be able to turn telepresence off and wait for a correct implementation of multicrew somewhere down the line, where commanders find you and enter through the access door of your ship instead of this 'star trek' mumbo jumbo teleport mechanic.

5 Questions:

1) Is there going to be any multicrew implementation for multiple onboard SRV's ? 2) And if not... why not ?
3) Will we get the ability as captain of the ship to set up fire groups for the gunner. Meaning I would like have the possibility in the 'fire group' screen to set the following options (or something along those lines).

e.g.

(1) primary fire
(2) secondary fire
(G) Gunner control

4) Will I be able to hire NPC wingmen or has this option been vertically classified?
5) Will you make a 'Baby Groot' bobblehead when Guardians of the galaxy 2 comes out in the summer ?
 
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