I think we underestimate the lure of multiplayer in a ship for those other than the pilot. I played a VR game a couple of years ago and I was sitting in the top gunners seat in a Lanc, there were no instructions and I was half expecting to get bounced by an ME109 as we lumbered across the channel and into enemy territory. It transpired there was no interaction which was a shame, because they nailed the experience and with interaction and the risk of being attacked it would have been a very repeatable experience. My lad plays a lot of multiplayer with his mates and they rotate the roles and sit permanently on Discord, usually with a beer, so I could imagine them enjoying the experience.
How big was your teamsize if you dont mind me asking?
The B-1 had a crew size of 4 with pretty much all crew covering a combat oriented role, usually doubling to cover engineering/technical issues during flight. Also even if you were not sitting in a turret you had the option to look outside or even change camera settings to allow for better view. This is already a stark contrast to ships the size of stadions where people are sitting in an isolated small room. It affects motivation. In your case you describe a sortie which probably took a few hours if it was a real-time simulation. My follow-up questions are
- how much "fun" did you have on that tour. Would you have agreed for another one the next day or on a regular basis?
- would your participating depend on role changing or "please more action the next time"?
- what specifically held your interest during that session? The gameplay itself or social interaction?
- what was your motivation to do it to begin with?
Mole made similar reports where he and a couple buddies just split roles on who feels like what and than go from there enjoying each others company on discord. While this works for small size teams the more people you add the less freedom you allow them during the session. WoW raids with more then 10 people usually have a "only the leader speaks" rule in place and with 40 man raids you had subchannels going. Usually when on a raid....you sit there and listen and you follow commands. You cant crack jokes and you cant do what you want because you might affect the raid for the others in a negative way. Many raids especially the random ones I participated in were done in a military manner without much fun, friendship of good humored banter. The common goal was achievements or loot. That made people do it. I started grouping and raiding in MMOs for the social aspect at first but
I kept doing it because for the potential reward
Whats that reward in Star Citizen? As far as I know missions dont have a share button so the more people you take on a mission the less payout do you have. Right now the only incentive is ingame currency...in a game that is designed for the average newbie to earn his way up to capital ships on his own. Offering more than missions would only help to swamp the market with ingame currency so gold-sellers in SC?
Diversity is another thing to consider. I can get the fascination for waking up in your wake pod than running to your ship yada-yada but doing it for the 100th time? Why cant I skip this? Apply this to mission running or that bomber sortie you described. At what point does the gameplay become secondary and social interaction becomes the primary factor? Which means that the quality of said social contacts becomes the controlling factor in how much you enjoy this session. After years of grouping and raiding I can report that I
crave teamwork efforts and love when they pan out but I
dread other people simply because by my experience for every great guy you run into you end up with 20 jerks who ruin your fun intentionally or by their behavior.
I dont think I need to explain who Leeroy Jenkins is/was but you know why he did what he did?
Because he was bored.
We could argue why Sovapid does what he does. Is it because he likes killing other people ingame or does the rest of Star Citizen simply doesnt hold any interest to him so he does what he likes? Can you imagine him in a crew of 50? Under that aspect multicrew already is an optional activity not a major gameloop. Some people will jump at the opportunity, some will disregard it from the start. In order to MAKE multicrew a major gameloop dedicating manpower and time to its implementation I assume you ll want to have a certain % of your playerbase doing it
guaranteed else it would be a waste of resources. If that was the case I would expect CIG to be able to provide or show a design paper or at least (because these papers are boring as heck) describe the intended multicrew functionalioty in detail other than "we want to eventually...." maybe something that the current implementation supports or hints at?
Star Trek crew works for the same reason why the sortie did for you. Even tho you werent used for the majority of the time you were still part of the whole thing by piower of observation. Its the reason why Star Trek crew only plays on the bridge. Capital ships in Star Citizen will have the size of a stadion with the majority of the space being cocooned in an armored shell. Out of a crew size of estimated 75 only a tiny part will have the opportunity to watch whats happening, the rest would be dependant on the internal speakers and somebody describing whats happening or entertaining them.
While its certainly possible that you have a few friends on call at any given time to do stuff in, you know yourself how that already can become an exercise in frustration. We all have our different lives, obligations and free time windows. Teams of 5 are easy to fill, 10 is already a challenge especially as you probably dont know everybody. Again capital ships in Star Citizen.....50 players per essential personal to operate the damn thing. What IS there even to do for 50 people for hours at a time if you disregard the mundane jobs or mini games like bartender and janitor? Again, this is all pure theory at the moment because SC doesnt have it or shows any of it being possible. Its remarkable how lilttle you need to move from "what we have" before you hit theoratical territory when it comes to Star Citizen ^^
You probably want to split tasks. How do you gonna do that? Is it still 1 pilot or more (we all know what the co-pilot does on flights)? If you take in specialized personal to monitor screens and com traffic you automatically introduce a delay into combat where information flows to the command giver and back to the operating people. If you give the captain access to everything in order to avoid that delay you basically reduce the split posts to make-believe time wasters. And thats only for the people on the bridge. It all
sounds like a convoluted mess and because CiG hasent provided any answers on how to solve this problem we are left with throwing ideas back and forth. A lot of these scenarios outline serious problems in long term player engagement and motivation. These questions are also directed at CiG but usually deflected by the fanboys or being ignored. What CIG adressed are "during flight mini games" which isnt of any concern because people want to know how multicrew will work, not how passengers or people in on the trip can waste their time effectively. With split tasks you will have people being better at certain things and once you recognize that you will want specific tasks for specific people reducing the available choices for people who just tag along. Like in WoW where a whole raid was depending on the main tank showing or not
Capital ship combat is already so much different to small space ships duking it out due to the sizes involved. Its probably comparable to a soldier and how he fights compared to an navy destroyer with a 70 man crew. The tasks are different, area of responsebility is different and the timescale is different. Basically in order to implement capital ship combat CIG needs to introduce enough time for capital ships to become worthwhile. Enough time to allow for information or decision lag, to allow theoretical "repair parties" to get to the damaged location and enact repairs. Which means boosting armor and shield strength to a degree where enemy forces need minutes or longer to get through.
Essentially a bullet sponge with one-hit capabilities.
While this isnt a problem in a pure PvE setting where NPC pilots might whine and cry all they want without anybody caring Star Citizen promises (and its backers are dreaming of) player controlled battles EVE style. I can only imagine how horrible the balancing effort on this will be. And knowing this is tasked by a company who solved its flight model by simply upping the numbers until you have instant stops and/or max speed doesnt fill me with confidence.
We all expect something
special from multicrew but apart from the clear dreams floating around I dont have any answers or statements that would even
begin to fill me with confidence. The old tried and tested approaches to this problem dont work for Star Citizen.so I would expect CiG to come up with a new solution or approach only I dont see one. The thing we should adress BEFORE we get to capital ship combat is "why?".I m sure because its gonna be fun and super duper but people only mine because of the reward, the fun while doing it is just a bonus otherwise miners would dump a full cargo hold after drilling for an hour and repeat the process never going back. WHY would people man two capital ships to duke it out other than for mock-up battles Rexshilla style? I ll probably fill another post with this ^^
I still play Division with a few buddies and when they are not available is easy to get into groups because the game supports this and provides enough options to finetine my preferences and get into the action quickly. Those sessions go from 10-40 minutes on average.
Now Division 2 certainly has a lot more content than Star Citizen, in an open world (whole city) I can traverse without loading screens and its basically space legs without the space. It DOES have character customization and classes/builds which drastically affect how I play the same content. In addition to the world filled with NPCs doing their thing (and enemies roaming around) the game also offers a huge variety of tasks and activities rotating. Apart from daylies and weeklies, PoIs, missions and strongholds you work your way up through several layers of difficulty and the team also implements special events all the time. I want to outline how much more complex and deep Division 2 is over Star Citizen here so bear with me.
Even with all these things I defintitely enjoy (hours played...dont even ask) there is one thing that killsit or often miffs my motivation.
Repetition.
Where you log in and think of all the things you "could" possibly do but everything is the same thing I already did a hundred times before. Ugh. And log off. Mind you if I end up with group drop-outs or bad players its not much of a deal to find replacements or a different group. Oftentimes having bad teammates can be the spice in the soup (but I gonna need to be in the mood for it). In addition in Division I am a full-time member of a squad and do everythjing from watching to flanking to assault to healing its a bit like Guild Wars 2 which went away from dedicated roles. So I have freedom of choice and can do whatever I want. Rock the damage meter, support the team, you name it. Even with all this freedom the game gets stale.
Star Citizen currently doesnt have that kind of content or freedom to chose from even tho some people try to portrait it as if it does. So I dare to say Star Citizen
will get old quickly for the majority of people purchasing it. When I watch streams or read experience reports I always have the feeling that people "live their second life in space" and thats the actual fascination....not the game itself. This is already as niche as it can get because even out of all the players who like Star Citizen not all of them will keep doing this and will get bored. Its simple statistics of video games. I certainly know of all the flowery descriptions of what to expect and how great things will be but I base my assessment on the NOW.
What I take away the most from Star Citizen is that its a social hub because playing it with friends is better then playing solo (counts for pretty much everything). Mole keeps coming back for mining because he considers it fun. But I know from him that he plays a lot of other games and he also plays SC once in a while. A stark contrast to people who claim they have stopped playing anything else and clock thousands of hours into SC. Why? How?
Fun of course but I think it would be a mistake to project the fun of a few to the large video game population and assume it ll work for everybody else. And only listening to your hard-die fans who oftentimes have a deluded view on things is a recipe for large-scale failure.
So with your B-1 sortie and considering SCs level of
desired fidelity....
Not sure how much "fun" or "intense" that ll be ^^