Please don't neglect mechanics for everyone by focusing on pure multiplayer content!

Where did you get that from? The most detailed description of multicrew features I have seen so far was from Adam Woods in the Horizons launch stream (see video below from about 2h15m).
He did say that a fully crewed ship with 4 crewmembers would be like "a wing in a ship", but when he continued to elaborate on the benefits of multicrew he didn't say anything in the line of "every crewmember increases ship power by 100%" or anything like that, but instead the additional "finer control" over ship systems would be the benefit people would get from it.

2:19:30 - effectively says they'd balance it so a 4 person ship was equivalent to a 4 person wing.
 
Hah...

Npc wingman would be nice... and just give an accuracy boost to NPC multi-crew but not godly accuracy since that defeats the purpose of having another human on the ship...

I'd like to be able to hire NPC crew which could do things like, an engineer who would help improve power management allowing maybe faster top speed/boost speed, better power distributor recharge or better power usage lowering system power requirements. A tactical officer who could improve thermal load of weapons, reload speed of ammo based weapons or power of thermal weapons. There could be a shield specialist who could help with shield strength or shield recharge time. A sensor specialist who could increase the range of your sensors, decrease the time to scan a new planet or ship.

All of these could have different levels (with different costs), each giving different training levels and experience and thus higher benefits. They could also be paid weekly (or part thereof if you dismiss them before the week is up) much like crew used to be paid in Frontier and First Encounters. The weekly charge should be reasonable, getting someone fresh out of school with a diploma would be lower then someone with years of experience and a university degree. Say 300-1000CR per week (equivalent to 15,000 to 50,000CR per year). There could be a negotiation aspect based on your combat rating, the higher you are the safer the crew would feel that you can protect them and the more likely you will get a better crew person at a cheaper rate. Any bounties should affect being able to pick up crew in more civilised docks, where as earning lots from bounty hunting would make it harder to get crew in more pirate based docks.
 
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if you use turrets thats what it will be like, constantly swapping between two screens could be really jarring and not fun at all. imagine if gaijin suddenly patched warthunder tanks so that you needed 5 people in a panther tank, or you were stuck only being able to do one thing at a time, doesnt make sense.

Have you ever played red orchestra 2? It has multi crew tanks (2-3 players can be in same tank) and you can use tank alone too (honestly its easier to do/control alone and you play much better if you use tank alone), but doing it with 3 friends is much more fun.
 
I think multicrew is a hint of larger vessels to come down the road that would require an npc or other player along with the pilot to keep the ship fully functional.
 
All the basic functions we have now can be elaborated and expanded so that all attention would be needed on it.

A sensor and navigation player could have many more expanded roles
 
2:19:30 - effectively says they'd balance it so a 4 person ship was equivalent to a 4 person wing.

But only in that you can not have four crew members + four wingmen. Four is the maximum in whichever configuration: for example 3 crew + one wingman.
I did not get from it that your ship would become 100% more effective per added crew member.
Depending on how FD implements this you will increase effectiveness obviously.
 
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But only in that you can not have four crew members + four wingmen. Four is the maximum in whichever configuration: for example 3 crew + one wingman.
I did not get from it that your ship would become 100% more effective per added crew member.
Depending on how FD implements this you will increase effectiveness obviously.

"We will balance that [multi crew] to being as powerful as a wing" - how do you read that? If a 4 person Anaconda is as powerful as 4 x 1 person Anacondas then each person adds 100% effective "power" to the one ship, no? What am I missing?
 
If turrets are being controlled by a player acting as a gunner, then... would that make chaff obsolete ?

Like, the guns are pointing in the direction controlled by the gunner's joystick, so, won't be thrown off by chaff, because chaff doesn't affect a player's eyeballs ?
 
Thinking about NPC crew/wingmen, it baffles me as to why FD wouldn't include this in the game. I mean from the mountain of posts about it on the forums it must be quite obvious to them that it would be a really popular addition. The only reason I can come up with is that they believe it would be too hard to implement. In other words they don't really have the resources or know how to pull it off properly so they've put it in the too hard basket.

There are areas in which this game excels such as graphics and sound design....unfortunately though NPC AI isn't one of those areas. I shouldn't be able to take out an Elite Anaconda as easily as I can in my DBS for example....in reality though they are no challenge at all unless you take on more than one at a time. I have no reason to believe that it would be any different with NPC wingmen/crewmen.
 
"We will balance that [multi crew] to being as powerful as a wing" - how do you read that? If a 4 person Anaconda is as powerful as 4 x 1 person Anacondas then each person adds 100% effective "power" to the one ship, no? What am I missing?

They'll nerf turrets to hell so the only way to be able to do combat will be with multicrew. (?). Sorry but what they are suggesting in that worries me, Multicrew (for those that are interested) should be it's own reward, not some sort of god ship mode.....

G
 
As to the OP...this game was always meant to be a multi-player game that offered a solo choice. Solo is a lot harder to play with the added content and I understand the pain that brings...unfortunately, this game is moving away from Solo balance...and players will have to make decisions on how to spend their game play time based on their requirements for personal satisfaction.

I understand and support that the game has a strong multiplayer mode. What I don't support is the new direction to make it multiplayer-only!

Just the idea of having an offline-mode in the beginning shows that single player was definitely considered an equivalent alternative to multiplayer modes. And I understand the reasoning behind removing the offline-mode - the background sim - but mechanics like wingmen and crewmembers shouldn't just be possible in solo/single player scenarios, they even make much more sense in those situations, IMHO. Creating and balancing some new mini games for crew members and making them interesting enough to make multicrew fun is much more challenging than just adding a character model for a NPC crew member in the next seat and improving some ship stats by a few percent.

If this tendency continues, I am certain ED will loose a lot of its appeal to me. I was basically waiting for proper NPC interaction during beta phase and season 1 and always told myself "it will come, just be patient". But with the current developments and focus on multiplayer only content, I begin to loose my optimistic anticipation for the future of ED :(
 

almostpilot

Banned
When the FD has shown that they have no word, removing the offline mode of the game, they should have also had the decency to inform that they would not invest in anything that was not multiplayer.
 
I understand and support that the game has a strong multiplayer mode. What I don't support is the new direction to make it multiplayer-only!

Just the idea of having an offline-mode in the beginning shows that single player was definitely considered an equivalent alternative to multiplayer modes. And I understand the reasoning behind removing the offline-mode - the background sim - but mechanics like wingmen and crewmembers shouldn't just be possible in solo/single player scenarios, they even make much more sense in those situations, IMHO. Creating and balancing some new mini games for crew members and making them interesting enough to make multicrew fun is much more challenging than just adding a character model for a NPC crew member in the next seat and improving some ship stats by a few percent.

If this tendency continues, I am certain ED will loose a lot of its appeal to me. I was basically waiting for proper NPC interaction during beta phase and season 1 and always told myself "it will come, just be patient". But with the current developments and focus on multiplayer only content, I begin to loose my optimistic anticipation for the future of ED :(

Good point here.

I share the same fear...
 
I understand and support that the game has a strong multiplayer mode. What I don't support is the new direction to make it multiplayer-only!

Just the idea of having an offline-mode in the beginning shows that single player was definitely considered an equivalent alternative to multiplayer modes. And I understand the reasoning behind removing the offline-mode - the background sim - but mechanics like wingmen and crewmembers shouldn't just be possible in solo/single player scenarios, they even make much more sense in those situations, IMHO. Creating and balancing some new mini games for crew members and making them interesting enough to make multicrew fun is much more challenging than just adding a character model for a NPC crew member in the next seat and improving some ship stats by a few percent.

If this tendency continues, I am certain ED will loose a lot of its appeal to me. I was basically waiting for proper NPC interaction during beta phase and season 1 and always told myself "it will come, just be patient". But with the current developments and focus on multiplayer only content, I begin to loose my optimistic anticipation for the future of ED :(
Offline mode was not really there from the beginning, it got tagged on later during the kickstarter. But other then that I agree.
 
Sorry but i really have to laugh about this thread. this game has nothing to do with multiplayer at all, it got no multiplayer missions nor nothing what everything else in the game industry offers in an mmo.
They implemented some half done and still bugged wing feature wich makes no sense at all as there is no multiplayer content. yeah you can grind bountys or merits together, wow same boring stuff like solo. and i have to repeat still bugged, you friend doesnt see ships spawning. Even Ships that are dead for you are still firing on my friends side ... thats poor quality, sorry to say that. Its unfinished.

The problem is that the games design and the creaters ideas of this game is simulation focussed.
They refuse to create a fun and rewarding core gameplay with multiplayer aspects, that are the industry mmo standard.
They stay on their track keeping this framework free from real game mechanics and have a full simulation attempt. There is a big player base that seem to like this as "fanboyonism" is large in this forums.

This game is not for people who want to have gameplay industry standards or more in a well designed space framework (which is actually existing).
This game is for players who just want to fly around in this nice framework and look at shiny things. There is nothing competetive in it except cqc maybe.

The horror began with using the same character for all modes open, solo, private.

I have lost hope that Frontier will ever repair or redising things. Every "overhaul" they did was nano. Maybe there will be a spin off, or mod of this game once after its lifetime where people who know how to build games and not only simulations that has real core gameplay. As the creaters or developers never comment on critics or feedback in these topics.
Yeah i know its sandbox mmo do what you like ... and so on.
But in my eyes its just a grinder with unfinished multiplayer support and poor netcode in a great galaxy framework .
 
I just posted this in another thread but got the impression it might warrant its own thread and discussion, so here I go.

I do like the game a lot and enjoy playing it, but my main concern about Elite: Dangerous is that the increased focus on multiplayer content seems to reduce the resources spend on developing content that would benefit everyone, from "solo" over "private group" to "open" mode players.

Two very good examples for this are some major updates from season 1 and season 2:

  • In Season 1 we got Wings with the 1.2 release of ED, but contrary to many players expectations and to what other games provide, the option to enlist NPC wingmen instead of players wasn't included. Even worse, neither David Braben himself nor the developers wanted to confirm that NPC wingmen for hire would indeed come during season 2. So we might reach the year 2017 without the option to hire NPC wingmen - a basic mechanic that you have in nearly every other space flight game, and not only the new ones, but even those released decades ago like X-Wing Alliance or Starlancer. In ED, update 1.2 and Wings are basically meaningless for players in solo mode, and even in open or private group modes it requires coordination, aligning schedules with other players etc. to take advantage of this mechanic.
  • In Season 2 we are going to get Multicrews, a concept I like in principle, but that again will be restricted to players (granted - Michael Brookes said NPC groups might come in a later season, but this is hardly an announcement and not even a confirmation). This case baffles me especially, since I believe that NPCs are much, much better suited for the role of crewmembers than other players. Players need to be entertained, e.g. they need something to do that let's them stick to the game. Right now, it's already easy to manage your ship alone and people complain about SC being void of anything to do. If ship management for individual players is watered down further by distributing these not to complex states among multiple players, I don't see how this might address the concerns about not having enough to do in the game.

FD stating that the ED community is great and that player groups are providing needed variety and content is a cheap excuse for not being able to provide this content themselves, IMHO. Adding NPCs to those mechanics mentioned above - crews and wings - would already alleviate this perceived problem of missing content. It would become much easier for everyone - including players in multiplayer modes - to take advantage of and enjoy the multicrew and wings gameplay mechancis.

Don't get me wrong, I think ED is a terrific game and Horizons is one hell of an achievement for the devs - kudos again to them! - but I fear the development focus goes in a direction where the possibility to enjoy everything the game has to offer without the need of teaming up with other players is lost.

I know what you mean Arubeto, Ive' seen the move away from single player considerations for quite a while now. When FD decides to move on a game feature, their first consideration is (always) multiplayer; due to this single decision, I'm (always) keeping my game options open and looking over my shoulder for the next PG space game (a single player). -'The new kid' on the block. Which is what I'm really after.

Don't get me wrong, I love this game, and will continue to proclaim its virtues; but I'm also aware in the long run it may not be my 'Elite'.

So far, in all games which try to implement both single player/content and multiplayer/content; one of the modes always feels the axe based on a developer decision,...In the long run I don't see FD being any different.
 
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I think the multi crew thing will be played with for a week or two and then ignored by the majority of players.

Developers often put in features that rely on the co-operation of other players and they're never used to their full potential.

Anyone remember the artillery function in Battlefield 1942? It was brilliant. A scout spotted a target and that information was relayed to the person manning the artillery piece. It worked well but because it relied on two strangers working together it was never ever used on public servers. A scout would spot a target but would be ignored by the people in the artillery or a gunner would call for a spot but none would come. I predict that multi crew will go the same way.
 
As I said in another topic its a shame that solo players wont be able to hire NPC crew members, looks like SP crowd is not FD biggest concern :(
 
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