This is such a simple concept and yet whole groups of players (and, alas, some employees of FD) can't seem to wrap their heads around it.
Players and
characters aren't the same thing, although their "experiences" within the game world can be parallel. If a player does something that also makes sense for a character within the game world, then they can be treated as one and the same for purposes of lore / immersion / call it what you will. But if something is happening to a character that would not make sense for, or would otherwise inconvenience, a player then the two are separated "because game" and no explanation is needed. Hence instant resurrection upon character death, zero wait time for refuelling or engineering or cargo loading etc. none of which needs an in-universe explanation because they are meta-universe events for the convenience of the player and would be impossible for a character to experience.
Why these simple rules weren't applied to multicrew I'll never know. I can only assume that someone didn't think through the implications of extending the already in-use telepresence to cover pan-galactic distances. Because that's the real problem isn't it? Not the technology but the distance. Remote control of SRV turrets over a couple of metres? Great. Remote piloting of drones over a couple of tens of kilometers? No problem. High bandwidth full duplex instantaneous data transfer across galactic distances? How can anyone not see how that massively stomps all over most of the rules under which the
Elite galaxy, already peppered with minor inconsistencies, operates?
Why can I send text messages between
characters at Sag A* and Lave but I can't transmit exploration data remotely? Because it's a restriction placed on the
players so there'll be a value and risk attached to exploration data, and a need to return their characters to civilisation occasionally. And because if in-game communications wasn't available for characters, players would use out-of-game channels. Practical reasons. Gameplay reasons. No in-universe explanation necessary.
How can a
character I'm controlling be flying my own ship one moment then manning a turret on someone else's ship thousands of light years away the next? To provide
players with fun and engaging options. Practical reasons. Gameplay reasons. No in-universe explanation necessary.
Except for holograms and instantaneous telepresence apparently.
You hit the nail right on the head.
One of my underlying assumptions in Elite: Dangerous is that my
character was doing things when I, as a player, wasn't logged into the game. All the instant things that happened in this game happen during the 164 hours a week when I'm usually
not playing this game. When I'm playing from midnight to one server time, because that's my usual window to play this game, what I do in the game represents parts of my character's entire day, separated by the stuff that happens "off screen."
A great part of my frustration with Frontier Developments recently is that they don't think about how their "explanations" for acessability compromises should affect the rest of the game. A game's lore, its setting and history, helps shape the game's mechanics. It makes things internally consistent. Frontier lately has been doing the reverse, which IMO is a bad idea in general, and doing it badly.
For example: ship printing as an explanation for instant ship transfers. I had no problem with instant ship transfers. I would've assumed that she had made previous arrangements to have the ship meet her when she arrived at a station.
I had a huge problem with "3D printing" being the
explanation for how it happened. If any station can 3D print any ship in the game, why doesn't every station, from the tiny outpost with a shipyard, to the largest ringed stations, offer every ship in the game for sale? Why can't you get every single module in the game in outfitting, if this technology exists? What is the point of having to hunt down the modules and ships you want, until you have access to Jameson Memorial, if any ship and module, complete with off market modifications, can be 3D printed?
It's the same with telepresence as an explanation for instant multi-crew. The technology required for telepresence to work at galactic scales makes most of this game's mechanics nonsensical. Why do data transport missions exist, if we have the FTL communications technology to make telepresence an option? Who in their right mind would consider paying a stranger lots of money to transport secure data aboard a ship that can be intercepted and destroyed, if two way encrypted communications is a thing? Why would Universal Cartographics
not want to get the data you're gathering as fast as possible, to sell to developers, if this communications tech exists? How could the Pilots' Federation even
hope to keep market data a secret anymore, when the technology exists to create an interstellar internet?
On the other hand, my
character has thousands of hours of time during which I haven't played her, plus an additional 40 years before the start of her "new career" in 3300. Plenty of time for her to have spent time working as a crewmember aboard another's ship. She wisely invested the money she made in the past, which have only
now matured.
There.
Instant multi-crew and the rewards they bring explained, no telepresence required.
Though I do prefer my alternate explanation: unregistered slaves, surgically altered to look like the Commander's friends, who are being used to con the locals into tripling the bounties they have to pay, thanks to an obscure clause in the Pilots' Federation's treaty. Anyone who uses instant multi-crew should be deeply ashamed of themselves.
