POLL: Should ED have AI Co-Pilots when AI crew are introduced?

Should ED have AI Co-Pilots when AI crew are introduced?

  • YES

    Votes: 206 78.0%
  • NO

    Votes: 58 22.0%

  • Total voters
    264
  • Poll closed .
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I gave you a +1 on this line alone.
Never would have guessed the vote on AI crew flying your ship would go in the opposite direction as the autopilot vote.
This place is bizarro-world.

It'll go in the opposite direction if the crew salaries work like the crew does in the 2.2 beta.

That said, AI crew were supposed to be added, until DBOBE said otherwise in the Horizons pre-launch stream. Kind of took the wind out of a lot of sails.
 
OK easy peasy one this time -

Should ED have AI Co-Pilots when AI crew are introduced?

Let's keep it simple and say they can only fly the ship to stations and make hyperspace jumps to start with but there's room to increase their skills if we want that.

If we could train our crew members up that might be interesting. The more each one does his function the more proficient they get. Anyway, yes, a co-pilot would be nice for mundane multi-system jumps.
 
Depends on implementation.

If it is an autopilot with a human skin, still a no. If it has added gameplay, yes (like crew management, inside ship gameplay etc.).

One thing is sure : it shouldn't be a way to play less, it has to be a way to play *more* (when the copilot flies, I have other tasks to do).

Oh and yes, this is an autopilot poll in disguise.
 
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One thing is sure : it shouldn't be a way to play less, it has to be a way to play *more* (when the copilot flies, I have other tasks to do).

If I had an autopilot / co-pilot I could play more becouse I could set auto-pilot to the destination where I want to play and not waste time sitting glued to the controls jumping to the destination where I want to start playing. For some it's not the way, for some it is the destination where the game starts. Why would anyone hinder those who only want to reach theire destination to take a nap as long as the journey lasts?

Oh and yes, this is an autopilot poll in disguise.

agreed : )
 
Voted no to 'when crew are introduced', but would probably vote 'yes' eventually when getting out of your seat is a thing, depending on what other activities are available. I am the Captain of my ship, but I am also it's primary pilot.

I would not want to automate system jumps but I may want crew to take over piloting the ship to escape or attack an aggressor while I am otherwise engaged (eg in a fighter, in an SRV, in the ship but fighting off a boarding party, managing a turret or the AMFU).
 
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“You're gonna come out rich. We're gonna come out dead.” Ship Crews - Elite Dangerous[/h] So this one was originally written by Sandy, but I'm posting it since he has the day off... *cough* In my best Sandro Sammarco voice:

Hello you lovely backers!

Time for a slightly more speculative and lightweight topic: ship crews. I say speculative because it’s not a critical path feature that is also fairly modular; the backbone ships are all meant to be capable of being flown by a single pilot.

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)

This was posted by Barry Clark for Sandro Sammarco back in Oct 25th, 2013. "travel to location orders" is one of the abilities of pilots, how much crew will cost is still up for debate. I'm not optimistic considering fighter pilots cost 4% to 20% profit share. A turret gunner better be really, really good at aiming to be worth 20% of my profits.
 
Again?

Ai crew for other tasks. Never for hyperjumping or supercruising.
Ill welcome them for turrets, engineering, passenger ctrl, marines, navigation, science. Or somekind of commercial agent wich you can drop at stations and make the best trade deals for you.

Whats up with the focus on auto piloting.
OP do you have no imagination?
 
Very much in two minds about this. The way the StarDreamer time compression worked in Frontier and First Encounters meant manual flying this distances was possible, but impractical, also, the need to jump to different turret stations in larger ships meant you needed the ship to be under some sort of control while you engaged your target. Being in 'real-space' also meant that route plotting etc. wasn't something that required the ship to be under any sort of 'control', but having a waypoint set, and the the AP trundling along while I checked out the starmap or commodities market was handy.

Supercruise is easy to 'fly' in, and I seem to be in a minority of people that enjoy it, and will often check out the USS en-route, so I don't feel much need for an AP in ED. BUT! If I need to jump into the starmap, or check ship settings, or even control bindings, the ship is just blindly blundering along in the mean time, with inadvertent nudges of the stick sending it veering off, or not knowing if you've just flashed past the station because you got distracted with route plotting. So having a 'hand on the stick' while ou attend to the admin duties would be nice.
 
Yes of course, cause your friends aren't always available. It could work similarly to hiring ship fighter pilots.
 
If they introduce new ship roles with multi crew then the people like me who don't have friends playing elite should be allowed to hire crew, while I get to do other things. I would also like to see mining, exploring, ect to become 2+ Person jobs. I'm assume these profession will have more depth, otherwise is multi crew is Just going to be only useful for combat, which would be very shallow.

The way of getting around some commanders using AI crew to do everything for them e.g flying a ship on a trade route, is for the AI crew to take a hefty cut of the profit, this would create a trade off. Also to stop someone letting their AI copilot fly very long distances, other than the interdictions, is to have a chance of ship mutiny.
 
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I may be wrong but, my understanding was Multi-Crew referred to multiple Commanders. I thought AI Crew was not in the cards.

Yeah, I thought 2.3 was multiple human commanders, nothing about AI co-pilots?

where did OP get the info about AI co-pilots?????
 
I don't get this voting, first you vote against autopilot then you vote for an AI. Aren't they the same thing?

Nope. The auto pilot is a module you slot in, end of gameplay. If an NPC pilot just means hiring and of you go, I'm also opposed to that.

If however the NPC has adequate gameplay involved, that makes all the difference. Want a skillful pilot pilotting your ship, that pilot will charge you proportionally. But good pilots are also a rare commodity, so some crew statistics like loyalty, chemistry with other on board NPCs need to be taken into account. Probably not a good idea to have a Federation pilot and an Imperial gunner in the same boat. Longer serving NPCs loyalty will increase over time. You could also hire a cheap rookie and invest time in training him so you'll end up with a cheap loyal pilot. Stuff like that.

I don't see the possibilities in gameplay with regard to an auto pilot.

And I answered you because you asked. :) Other people just state: it's the same thing.
 
I don't get this voting, first you vote against autopilot then you vote for an AI. Aren't they the same thing?
NPC crewmembers was a Kickstarter stretch goal, so they have to be put in. Autopilot modules weren't mentioned in any of the kickstarter goals so they're not necessary to be put in. The distinction is there.

If they start ignoring kickstarter stretch goals then why bother with atmospheric landings, the increased number of ship stretch goal, space legs.

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Yeah, I thought 2.3 was multiple human commanders, nothing about AI co-pilots?

where did OP get the info about AI co-pilots?????
Kickstarter project page or just look up like 5 posts before yours.
 
I don't get this voting, first you vote against autopilot then you vote for an AI. Aren't they the same thing?

Because there are no logic in not having a crew or autopilot function, i don't care what it is as long as we get it.
hiring a pilot would be a good way of doing it.

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Nope. The auto pilot is a module you slot in, end of gameplay. If an NPC pilot just means hiring and of you go, I'm also opposed to that.

If however the NPC has adequate gameplay involved, that makes all the difference. Want a skillful pilot pilotting your ship, that pilot will charge you proportionally. But good pilots are also a rare commodity, so some crew statistics like loyalty, chemistry with other on board NPCs need to be taken into account. Probably not a good idea to have a Federation pilot and an Imperial gunner in the same boat. Longer serving NPCs loyalty will increase over time. You could also hire a cheap rookie and invest time in training him so you'll end up with a cheap loyal pilot. Stuff like that.

I don't see the possibilities in gameplay with regard to an auto pilot.

And I answered you because you asked. :) Other people just state: it's the same thing.

And the nays still don't have an argument against it nada! :D
 
I may be wrong but, my understanding was Multi-Crew referred to multiple Commanders. I thought AI Crew was not in the cards.

Yeah, npc crew was ruled out for 2.3, because they didn't know what to make them do (read balance them), but at that time 2.3 multicrew was probably just barely outlined.

Since in 2.2 they've gone to the stretch to add a crew lounge and pilot hiring for fighter (who can also fight in your main ship) and an experience system, it means one of those:

a) designing 2.3's multirole they've found a proper task for npcs crew, and realised its importance for the success of 2.3. Gameplay wise could make sense to have 2.2's pilots the ability to do simplet piloting while you perform other roles.

b) npc crew is still ruled out from 2.3, but they know they are going to add them sooner or later, probably for space legs, where it makes even more sense that your copilot could do basic tasks while you perfirm other activities (maybe emergency repairs) around your ship.
 
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OK easy peasy one this time -

Should ED have AI Co-Pilots when AI crew are introduced?

Let's keep it simple and say they can only fly the ship to stations and make hyperspace jumps to start with but there's room to increase their skills if we want that.
Yes!

And hopefully we get to see someone in the empty chairs. :)
 
where did OP get the info about AI co-pilots?????

Same question.

As for me (I probably missed a lot of DEVs posts / reply though), I remember FD announcing that muticrew would be PC only, no AI. Then they seemed surprised that a vast number of forumers wanted NPCs crew. Then they said that it might happen "later". And I saw at least one official post saying that there multi crew would "probably" be PC only at first. Then they went quiet, speaking only of "multi crew" without any more details.
 
Voted yes on this one even though I think the OP is nuts for thinking there is no real difference between a NPC crew member and an AP computer.

Case in point:
schlock20161007.jpg

schlock20161008.jpg


AI are not infallible. This isn't the first time in this comic that the 'hyperintelligent' AI has been one upped.

An AI Autopilot computer is the same in this case. It's a machine. It does what it's told. If it encounters something it's unfamiliar with, it will act like the conditions do not exist and we end up with the docking computer bug where it slams you face first into the side of the station where you splat.

I would be more inclined to believe pilot error.

That said, not all ships have the capability for ship launched fighters. Which begs the question, are all ships going to be able to carry crew members and if so, why? They would be nothing more then a symbol status for a money sink. Frittering away your millions for doing absolutely nothing. Hell even if you have ship launched fighters you can only launch one fighter at a time meaning only one crew member can be active. But I'm supposedly capable of having three.

I'm not going to waste money on having somebody on standby that is just going to do only that.

So right now I may have useless crew slots I may never use or need because my ship isn't capable of the operations I use crew for and even then, I only need to pay one crew member unless there's a mechanic I'm not aware of where I have to cycle through them for some reason when the fighter goes boom.

So we got another useless mechanic that needs something to do. Let's focus on that instead of trying to add a concept that hasn't even been on a drawing board yet.

You may see no difference between an AI crew member piloting a ship an a Autopilot flying your ship for you but I for one would like a reason to use those crew slots if they're going to want to be paid. You don't work, you don't get paid.
 
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