The Mobile Mechanic: Legs + Multicrew

**EDIT: Now with gallery version, see below :)**

Hello lovely devs! Just in case you're thinking of going big on a Multicrew Engi down the line, thought I'd throw these ideas into the ring:

(There are lots of pitfalls out there of course. Pulsar Lost Colony's Engi gameplay was ultimately dull slider management, despite the general promise there, and stuff like Guns of Icarus's run-there-hit-this, run-there-hit-that really isn't very fun, or very Elite Dangerous. But with some mad dev efforts, a clanking Engi who does more than hit things or shift energy around seems possible...:))


Sealing off Hull Breaches:

  • A ton of work obviously, but if you're planning full hull damage modelling for all ships, trying to repair hull breaches in a moving, decompressing ship could be great. Choosing to seal yourself in the damaged section to stabilise it, or risking operating as atmosphere rushes out. Falling back and sealing off the section's doors if life support is running too low for the ship as a whole (meaning that any module located there will be very hard to repair in future).

Cannibalising Dead Kit:

  • Taking usable kit from defunct modules (heat sinks, energy capacitors etc) to improves ones that are still viable. This seems much more skilled and situational than a magic 'fix things with hammer'. Could imagine him upping the fire rate in a remaining weapon by adding a salvaged capacitor, overclocking your engines temporarily to aid against an agile opponent, collecting hull debris to give you one more precious heat sink!

Detaching Militarised Limpets?:

  • Tracking down limpets attached to the hull with a hand scanner, or purely by sound cues, to stop them weakening hull sections or inhibiting your drives. (Possibly short-circuiting them via a charge sent through the correct bit of hull)

If FPS boarding is added:

  • Trying not to shoot out parts of your own precious modules while engaging in gunplay.
  • Protecting the power plant at all costs.
  • Releasing precious coolant into a location to freeze an invasion party down to a crawl?
  • Deliberately decompressing sections to slow an invasion party's advance?

Stuff like that. Personally I'm fine with it going as casual as rezzing partners if you go with hard-light holos or something, but would love some 'skills under pressure' in there too, as that feels more ED. Thinking on your feet and adapting could be cool, and in an ideal world wouldn't just descend into menu screen mini-games at all.

But yeah, this is kinda a dream scenario ;)

Hope you're enjoying your endeavours out there in the moving ship that is ED either way :)
 
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Now with some rough fan approximations :). (I've kinda added more deeply challenging dev aspects in the process, but y'know, aim big ;))

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Dealing with a hull breach.



- Maps can also be filtered to display decompressed areas.
- Hazards can be used as defensive measures against boarding parties.
- Mobile debris can become a hazard in its own right. Drones will break chunks down and collect the ore if given no other task.




Overcharging modules or weapons quickly consumes the item used, but can bring temporary increases to areas such as:
- Thruster and boost speed
-Weapon DPS
-Specific shield resistances on advanced versions
-Heat loss




Larger chunks of debris can be broken down into manageable chunks with responsible weapons fire.



Full Gallery on Imgur
 
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