Well multicrew could be interesting even in SP. like AI crewmember goes SRV and you have to protect him with your ship. Or missions where you have to play the gunner on a courvette flying into a combat zone, or man the fighter in the Ships fighterbay and keep the big ship free from fighter while ot focus fires on another big ship.
IF someone at FD wants the multicrew aspect could add more than just NPC's sitting next to you doing some stuff. It could also put the player in that role. But that requires some proper desing of these apsects.
this what what I thought back to when i saw multicrew mentioned.. Anyone who claims to not understand why some may be disappointed after initially seeing FD announce multicrew and then later down the line seeing them clear up what they mean by multicrew should read this and then come back.
Yes the DDA say it is speculative, but, to post the below, and then announce Multicrew as a big headline, and not immediately inform us that it bears no relation to the DDF multicrew was a mean thing to do imo.
https://forums.frontier.co.uk/showthread.php?t=8258
Basic Ship Crew Functionality
Crew are either human or mechanical
Mechanical crew are not sentient – they are basically specialised robots capable of carrying out specific activities
Crew have a service contract
The service contract describes the remuneration package
Remuneration is defined as a credit salary (which may be zero based on circumstance) per time period
In the case of mechanical crew the remuneration package describes the maintenance schedule which must be paid for and carried out when docked
Crew can be acquired at docks or through missions and events
Once obtained, a remuneration package is automatically deducted from the commander’s credit account at the beginning of each time period; pay is in advance
At any time crew service contracts can be terminated
Terminated crew will disembark at the next habitable dock; the commander is reimbursed for any time not served
Mechanical crew that are terminated will become cargo canisters
If no cargo space is available they will be dismantled (the commander will be warned)
Mechanical crew in cargo-form do not require maintenance, and can be activated (re-hired) at any time
Failure to follow the maintenance schedule for mechanical crew increases the chance of malfunction
Crew have a type that determines how they may be used:
Gunner: rated to operate turret weaponry
Engineer: rated to repair internal modules
Pilot: rated to pilot vessels
Marine: rated to repel boarders (requires ship internals update)
Each ship has a maximum number of crew slots for each type
When crew slots are filled the commander has access to a number of benefits based on crew type:
Gunner: turret weapons are more accurate and can switch targets to make opportune attacks; the more gunners available, the more turret weapons can gain these benefits at the same time
Engineer: damaged modules will be repaired; the more engineers available the more modules can be repaired at the same time.
Pilot: the commander can initiate defensive manoeuvres, chase target and travel to location orders
Marine: marines will automatically engage ship invaders (requires ship internals update)
Crew have an ability level; this determines the effectiveness of their actions:
Gunner: ability determines the accuracy increase
Engineer: ability determines the speed of repair
Pilot: ability determines the quality of flying
Marine: ability determines combat effectiveness (requires ship internals update)
We think this covers at a very basic level what a commander should expect to get from a crew. However, this feature has lots of potential for increased scope should it be deemed worthwhile.