Possible 4th Multi-crew role - easy implementation.

Like all the MC stuff - look forward to visiting alien ruins on a mate's ship, while not having to leave Colonia.
Having said that, I feel there's a lost opportunity there: Just give someone control of the left control-panel.

While in combat:
* Can pick targets
* Can designate sub-target
* Can monitor targets

Outside combat:
* Can plan jump routes
* Can highlight planets worth scanning
* Can plan the next 'boosted' jump route while the pilot parks in a neutron star
(I imagine all this working like a wing - where their choices are shown with a different colour to the pilots)

It's harder to make the case that controlling the right-hand panel would result in compelling game-play, but having someone on the left seems like it would be helpful.
Having said that, adding limited functionality (limited module control for stuff like shield-boosters, SBCs, etc) from the right panel could add additional the to role, if it were otherwise lacking.
 
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I rather think the roles selected so far are too limited. I would like to see a more general role rather than being tied to a specific role.
Something akin to a permanent crew member who is happy to go along with whatever you're up to.
 
I want to see stations for detail-scanning of stuff, for energy management, for damage control, electronic warfare and so on. Something like this:

engineering.png


small_snis-ss-3.png


small_snis-ss-5.png


small_snis-ss-7.png
 
While I like some of the ideas put forward above, I suspect the implementation cost will mean they are a long way down the roadmap.

A simpler thing to do would be to allow either the existing 'gunner' role to have access to the panels so it becomes gunner/engineer or to allow for an engineer role which does. Morbad's beta videos where he is managing repairs to shield generators and module replacement packs while flying give some idea of what that role could do. Being able to toggle weapons on and off, SCB on and off to work around power management limitations, as I have seen on twitch streams, would also be a role which could be done in combat. That covers the RH panel. the LH panel would be more about navigation (emergency high wakes), and subsystem identification and targetting.

This potentially adds quite a lot of functionality to this role, making use of existing in-game assets. Yes there would still be issues of who controls what in a MCrew situation to consider, but that's more game logic than UI redesign, and possibly more managable in a shorter timespan.
 
While I like some of the ideas put forward above, I suspect the implementation cost will mean they are a long way down the roadmap.

A simpler thing to do would be to allow either the existing 'gunner' role to have access to the panels so it becomes gunner/engineer or to allow for an engineer role which does. Morbad's beta videos where he is managing repairs to shield generators and module replacement packs while flying give some idea of what that role could do. Being able to toggle weapons on and off, SCB on and off to work around power management limitations, as I have seen on twitch streams, would also be a role which could be done in combat. That covers the RH panel. the LH panel would be more about navigation (emergency high wakes), and subsystem identification and targetting.

This potentially adds quite a lot of functionality to this role, making use of existing in-game assets. Yes there would still be issues of who controls what in a MCrew situation to consider, but that's more game logic than UI redesign, and possibly more managable in a shorter timespan.

That's the general jist of the original idea - just give access to ui/functions that are already in the game. Seems a simple fix.
 
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