I originally started playing ED because I had understood it had multiplayer-multicrew that I could play with irl friend. I was looking for a friendly online cooperative game. Well that was a frustrating few hours to discover how much it sucked. I was rapidly googling stuff cause I just couldn't believe the advertised multiplayer-multicrew was so incredibly non-functional.
a) Starter ships like sidewinders don't have two seats. So for new players that thought they could play with a friend.... come back tomorrow when you get a different ship.
b) OK, so you got your 2-seat Adder. Cool! Now get ready for even more disappointment. The copilot gets to watch stuff happen, and that's it.
c) OK, so after a few weeks you get a bigger ship with two SRVs.... you can have fun racing around together... but... huh, what? Oh it doesn't matter, your friend isn't interested anymore.
d) Ok, now you got a big ship with a fighter hanger... cool! Except your friend is long gone. And you know they don't want to be shuttled around just so they can have periodic moments of combat. And forget about engaging in other game aspects like exploration or trade.
Great points. Really, why shouldn't even starter ships have a copilot seat? It would fit perfectly with Odyssey, you both start out on foot, then one gets a sidey and you ride together.
Honestly though, they really do need to give people a
reason to multicrew. Right now, it's just pointless. Weapons? Turrets do less damage than standard weapons. Utilities? It's
more work for a copilot to press the same button the pilot would otherwise press. Pips? An extra pip will only VERY rarely help a player who is any good at pip management.
And of course, if you log out while in multicrew, you get automatically ejected back to the last planet or station, which given the instability of elite, ruins everything.
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1. If you get logged out, you should rejoin inside the other ship. If you fail to connect, or the other player isn't online, it should offer a prompt to eject your escape pod, just like on fleet carriers.
2. Rather than giving an extra pip, multicrew players should be able to enhance a single module at a time, with a cooldown. Getting energy from nowhere makes no sense, but the equivalent of dumping a bottle of whiskey into the tank makes perfect sense, and rewards player cooperation. If they're about to use the heat sink, they tell you, you boost the heat sink, then they use it. If they're about to start shooting, they tell you, you boost their primary weapon, and they fire.
3. Turrets should do full damage when in player control. Boosted targeting is too niche a bonus to matter.
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People want to use multicrew, it just sucks so much they really can't.