Ship Launched Fighters - Suggestions

Hello Frontier

This long period of minor updates seems a good opportunity to tie up loose ends.

I love the ship launched fighters. Everything about them, the sounds, the immersion, the system itself. Your developers went to a great deal to make SLFs an absolute joy and I commend them for that.

Yet when it came to putting the icing on the cake (icing which, with the evident skill and experience of your developers, is in no short supply), the cake was left dry.

What really grinds my gears with the SLFs is the inability to launch two NPC fighters using a class 6 fighter bay. The system is in place, it is possible in multicrew, and yet I find myself unable to justify carrying a dual fighter bay with one NPC pilot. I feel short changed.

I can't believe that this is due to a technical boundary. It doesn't seem likely. I'm wondering if the reason for this is to encourage multicrew. This seems a low blow for players who choose at times not to use multicrew. But I can only speculate.

Commanding two NPC fighters would be controlled the same as the status quo: you would command each NPC fighter individually, and you can introduce an option to give both fighters the same command. In other words "Fighter Wing - Attack Target" or "Joe Bloggs - Defend". Fighters would be recalled individually.

Carrying two NPC fighters would be more expensive (in wages) and present a higher risk of losing both NPC pilots if the mothership is destroyed. This seems a fair risk and a fair reward.

I really hope this can be implemented, even if only for player controlled motherships and not NPC.

In future I would like to see more customisation options for ship launched fighters and new SLF ships. You have already developed new SLF ships with the Guardian ships and the Taipan. I hope this can continue.

I think the whole system of choosing individual ship models with different loadouts is tedious, and a scaled down version of the outfitting, with customisation options (weapons, utilities, core modules) would be a far better experience.

I hope this can be given consideration. I'm 100% convinced this would be a worthwhile improvement to the game.

#MakeShipLaunchedFightersGreatAgain

Thanks Again Frontier

CMDR Tarka Dal
 
You should be able to bring more than one NPC onboard, you're right, they DO get pay, and a lot!

I also think that there should be some kind of boost to the ship stats when you pick an NPC in the crew, I mean, are they JUST to pilot in the fighter bays? NO help with the ship systems, panels and that kind of things? Why would a lot of ships have so many panels if they don't need any maintenance or do they have a purpose?

NPC crew members should give some kind of boost to the ship, like boost to maneuvering, shields, whatever, I don't know, it should be variable between all pilots that you can hire.

I mean, why would someone bring 1 or 3 crew members to a ship if they aren't going to do anything, just scratch their low parts? There should be more modules and functions available to the ship, not only the present ones...

But hey, If we start adding things... Hope they listen
 
I want a mining SLF, which can either mine or prospect or, ideally, both.
I want a recon SLF which can bother megaships (thus requiring it to carry limpets and probably require the whole concept of limpets to be reworked, which is fine by me).
I want a science SLF which allows me to ditch my plodding exploration Annie and go scan interesting stuff on a planet's surface (thus requiring aforementioned "interesting stuff" to exist).

Also, I want to be able to launch an SLF before I land and deploy my SRV so the SLF can provide air-support while I'm in he SRV.

Chop-chop FDev.
These improvements aren't going to write themselves.
 
I think an NPC gunner would be another good idea, for turreted weapons. Then you can instruct your gunner to target one ship while you target another.

I'd like to see the NPC crew member sit in one of the cockpit seats if one is available.
 
You should be able to bring more than one NPC onboard, you're right, they DO get pay, and a lot!

I also think that there should be some kind of boost to the ship stats when you pick an NPC in the crew, I mean, are they JUST to pilot in the fighter bays? NO help with the ship systems, panels and that kind of things? Why would a lot of ships have so many panels if they don't need any maintenance or do they have a purpose?

NPC crew members should give some kind of boost to the ship, like boost to maneuvering, shields, whatever, I don't know, it should be variable between all pilots that you can hire.

I mean, why would someone bring 1 or 3 crew members to a ship if they aren't going to do anything, just scratch their low parts? There should be more modules and functions available to the ship, not only the present ones...

But hey, If we start adding things... Hope they listen

This is why I say that they need to get around to unifying the NPC crew mechanics and the multicrew mechanics. We don't need two completely separate yet parallel crew mechanics, it just complicates things from a player perspective as well as giving the developers more different things to worry about updating.
 
Launch fighter, dismiss ship that is all.

Would be great for a number of reasons, the most recent one in my case. Dropped into Palin's base last week to check out the situation, parked my Krait MK II 25km's from the site (with non essentials shut down to lower signature) instructed the NPC to hold position, flew the AX Taipan over to the base to investigate. Lo and behold there's a Cmdr hanging around looking for easy kills, located my Krait and shot it down.

Give us the ability to dismiss the mother ship, and give us some none combat ships to fit in the motherships hangar.
 
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I'm all in for two NPC controlled fighters. I can't invite my friends to fly those fighters because we all work on the different schedule and I don't want strangers on my ship so one fighter is just a waste of hangar space at this point. Another thing is NPC pilot's rewards. I think paying them for when they not flying is wrong. I'd rather pay them much more for actually shooting my enemy down when I need their help than paying flat rate share of any profit I made. I would even agree to let them take 100% bounty on their kill if I didn't shot at the target and maybe 50/50 if we were both shooting. Or maybe having few optional forms of contract when hiring them would even be better. This way each Commander could chose his option based on the game style or particular mission planned.
 
Count me in, I’d love 2 NPC SLF’s.

I’d like to see some SLF scenarios, flying around in our Galacticas....

Maybe some alternate scenarios outside stations, say the stations come under attack and you could launch directly in your fighter from somewhere within the station to help protect the thing. Almost like the SRV garages at outposts. Would be cool....

One can dream.
 
Multicrew gets super laggy for me with 2+ crew anyways. Having 2 humans fly my fighters is often pretty great, but the rubberbanding and random disconnects persist to this day.
 
I want a mining SLF, which can either mine or prospect or, ideally, both.
I want a recon SLF which can bother megaships (thus requiring it to carry limpets and probably require the whole concept of limpets to be reworked, which is fine by me).
I want a science SLF which allows me to ditch my plodding exploration Annie and go scan interesting stuff on a planet's surface (thus requiring aforementioned "interesting stuff" to exist).

Also, I want to be able to launch an SLF before I land and deploy my SRV so the SLF can provide air-support while I'm in he SRV.

Chop-chop FDev.
These improvements aren't going to write themselves.
Same here, especially with regards to launching SLFs and deploying SRVs at the same time (multi-crew-supported SRV deployment is at the top of my list of most desired additions to ED). Mining and recon SLFs would also be appreciated.
 
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