So far crew only have 1 job, pilot your fighters, or take your place at the helm while you pilot a fighter.
You can have 3 crew at a time, and only one active, even with a size 6 hanger, that has two ports for fighters.
The December '19 update supposedly allow changing of the livery while not docked and not in supercruise.
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· Crew should have multiple jobs, specifically in ships with multiple seats.
· controlling the AFMU
the auto field maintenance unit is NOT automatic and if you try to use it in combat it takes up valueable time on console as there is not assignable hot key for it
· launching counter measures
Counter measures can be assigned to a fire group and a hotkey, but it would be a huge release of burden if the crew did it
· Crew that is assigned for ship launched fighters should auto deploy a fighter in the case the one they are telepresence piloting gets destroyed
·Along with the customizable livery out-of -station, we should be able to carry and install backup modules.
·Crew should be required to operate the livery out-of- station
·A new special cargo rack should be implemented to allow the carry and installation of modules as well as require crew
(The only modules that should be allowed to be changed out-of-station should be hard points and
Utility)
·The inactive crew slots should be changed to specific job slots for crew and not require a hanger to be installed except for one.
· Fighter Slot
The crew should only pilot fighters when initially ordered and auto launch after a fighter is destroyed.
· Maintenance Slot
The crew will auto fire AFMU when a specific module is at X%
(A new page in the options would allow you to set at which % a module needs to be at before the crew fires AFMU)
The crew will auto fire counter measures when targeted by a specific weapon type
COVAS already informs you when you are targeted by certain weapons
The rank of the crew will determine the efficiency of the counter measures fire time
The crew will "oversee" Livery changes and Module Installation out-of-station
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Thoughts? Questions? Concerns?
You can have 3 crew at a time, and only one active, even with a size 6 hanger, that has two ports for fighters.
The December '19 update supposedly allow changing of the livery while not docked and not in supercruise.
·············································
· Crew should have multiple jobs, specifically in ships with multiple seats.
· controlling the AFMU
the auto field maintenance unit is NOT automatic and if you try to use it in combat it takes up valueable time on console as there is not assignable hot key for it
· launching counter measures
Counter measures can be assigned to a fire group and a hotkey, but it would be a huge release of burden if the crew did it
· Crew that is assigned for ship launched fighters should auto deploy a fighter in the case the one they are telepresence piloting gets destroyed
·Along with the customizable livery out-of -station, we should be able to carry and install backup modules.
·Crew should be required to operate the livery out-of- station
·A new special cargo rack should be implemented to allow the carry and installation of modules as well as require crew
(The only modules that should be allowed to be changed out-of-station should be hard points and
Utility)
·The inactive crew slots should be changed to specific job slots for crew and not require a hanger to be installed except for one.
· Fighter Slot
The crew should only pilot fighters when initially ordered and auto launch after a fighter is destroyed.
· Maintenance Slot
The crew will auto fire AFMU when a specific module is at X%
(A new page in the options would allow you to set at which % a module needs to be at before the crew fires AFMU)
The crew will auto fire counter measures when targeted by a specific weapon type
COVAS already informs you when you are targeted by certain weapons
The rank of the crew will determine the efficiency of the counter measures fire time
The crew will "oversee" Livery changes and Module Installation out-of-station
- Gunner: Turrets track faster and with more intelligence. Automatically targets subsystems for you in an order set to your preferences.
- Navigator: More jump range is the common suggestion, but I think that would be a bit OP. I'd go for sligtly lower fuel usage instead and highlighting interesting targets in the system and galaxy map.
- Engineer: Lowers the malfunction chance of damaged systems and makes AFMU faster
- Steward: Keeps the passengers happy and stops them from demanding things.
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Thoughts? Questions? Concerns?
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