After watching the stream (which was pretty damn cool), I have a question about one specific thing.
One of my hopes for Multicrew was to invite a friend aboard a ship I'd set up with two fighter bays, and then both of us jumping in fighters while we left the ship (perhaps with modules turned off and iced down) in the hands of my NPC crewmate.
Now I noticed during the stream that when Sandy looked down at the lower interface while the NPC fighter was deployed, where it said "Switch to Fighter" was redded out and it said "Disabled in Multicrew" after it.
I can see how some of the decisions for limitations to Multicrew came about (no SRV, no full executive control of ships)... but with this one, I'm having trouble thinking why this is problematic.
As it currently stands, you can jump into a fighter when not in Multicrew, so it seems very odd that you can't do the same while in Multicrew.
The only reasons I can think of for doing this seem quite weak.
1. If a commander ices down their ship and turns off most modules, thus leaving it immobilised, and then invites two human crew in - and then the commander and one human crew jump in two fighters... that leaves the gunner to sit in a ship which can't move, and possibly can't fire its guns.
However, if this happens, I don't see why the gunner can't just leave. So that doesn't seem like a valid reason.
2. If a gunner is left in charge with a Harmless skill NPC pilot at the helm (who doesn't use anything but balanced pips), the gunner can continuously fire the guns while the captain is out in the fighter, and potentially overheat the ship till it blows up. Obviously, if the human captain was at the Helm, they could try to deal with this issue - whereas if they're in the fighter, they may not realise this is happening.
I'm not sure about this either - the captain would get a lot of warnings that the ship was taking damage, and anyway, if the gunner wants the ship to get blown up, surely they can easily do that anyway by shooting a cop? Is it to do with the fact one will be unambiguously picked up as a crime that gets the gunner auto-kicked, while the overheating can't be, because it's conceivable it was accidental?
I dunno, it just seems odd that functionality for the Helm without Multicrew is removed when you're in Multicrew.
One of my hopes for Multicrew was to invite a friend aboard a ship I'd set up with two fighter bays, and then both of us jumping in fighters while we left the ship (perhaps with modules turned off and iced down) in the hands of my NPC crewmate.
Now I noticed during the stream that when Sandy looked down at the lower interface while the NPC fighter was deployed, where it said "Switch to Fighter" was redded out and it said "Disabled in Multicrew" after it.
I can see how some of the decisions for limitations to Multicrew came about (no SRV, no full executive control of ships)... but with this one, I'm having trouble thinking why this is problematic.
As it currently stands, you can jump into a fighter when not in Multicrew, so it seems very odd that you can't do the same while in Multicrew.
The only reasons I can think of for doing this seem quite weak.
1. If a commander ices down their ship and turns off most modules, thus leaving it immobilised, and then invites two human crew in - and then the commander and one human crew jump in two fighters... that leaves the gunner to sit in a ship which can't move, and possibly can't fire its guns.
However, if this happens, I don't see why the gunner can't just leave. So that doesn't seem like a valid reason.
2. If a gunner is left in charge with a Harmless skill NPC pilot at the helm (who doesn't use anything but balanced pips), the gunner can continuously fire the guns while the captain is out in the fighter, and potentially overheat the ship till it blows up. Obviously, if the human captain was at the Helm, they could try to deal with this issue - whereas if they're in the fighter, they may not realise this is happening.
I'm not sure about this either - the captain would get a lot of warnings that the ship was taking damage, and anyway, if the gunner wants the ship to get blown up, surely they can easily do that anyway by shooting a cop? Is it to do with the fact one will be unambiguously picked up as a crime that gets the gunner auto-kicked, while the overheating can't be, because it's conceivable it was accidental?
I dunno, it just seems odd that functionality for the Helm without Multicrew is removed when you're in Multicrew.