The Vulture's Multi-crew Seat

I completely forgot that the Vulture had a second seat! Has anyone ever used it? I can't think of a time when I'd ever need it. What other ships have multi-crew seats that never seem to get used?
 
In "looking for Multi Crew roles" for a Bounty hunting CG I have ended up being in the second seat of a Vulture.

Mainly identifying and scanning targets with the KWS, and firing off chaff and SCBs when called to do so, voice comms definitely helping the experience.

Was a bit worried about having no weapon to begin with but was quite fun as it turned out
 
It's really quite useless, since it's only good for gunning, and a Vulture armed with a turret is just silly, because it doesn't need one.
 
I like to think of the second seat in the Vulture as the seat for an NFO or more commonly named co-pilot.

The NFO in a Vulture would basically be there to keep an eye on the radar, on the target screen to inform the pilot of the enemies loadouts, more enemies coming into vicinity, warn allied ships getting to close to avoid friendly fire, communicate with the target/allied ships, firing chaffs or ECMs if needed, as well as module integrities, etc...

The seat might be useless when it comes to "active" gameplay, but in wing combat, a capable co-pilot can be a life saver when the pilot needs to focus on only two things: piloting and firing.

You all seem to forget that fighter jets these days often have a 2-seat setup. Unlike IRL, ED doesn't have as much tasks a real NFO would have but 4 eyes still see more than 2.
 
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I completely forgot that the Vulture had a second seat! Has anyone ever used it? I can't think of a time when I'd ever need it. What other ships have multi-crew seats that never seem to get used?

It has about as much use as the second set on the FDL which is another multicrew ship that is not going to generally carry turrets. Which means you can use it for a second account to give a nice pip bonus or just to occupy the second seat with an "NPC" pilot for decoration. There used to be the possibility that FD was going to "expand" multicrew to fill some of the roles they originally described but only if enough players use the existing multicrew features according to whatever internal "metrics" they use. The problem of course is that multicrew was inherently unstable and crashed all the time when it launched and was also used by griefers to intentionally get the pilot bounties. As a result basically everyone stopped using it (or at least disabled the random "looking for crew" feature) and the chance of FD ever adding any of the original features to multicrew at this point is basically zero.
 
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I completely forgot that the Vulture had a second seat! Has anyone ever used it? I can't think of a time when I'd ever need it. What other ships have multi-crew seats that never seem to get used?

I use it for the extra pip. Me and my pooch often venture into a CZ together!
 
Any ship's MC seats are pretty pointless to be honest.

Oh I don’t know about that. I see them around and when Frenotx multicrewed in my Keelback it was quite fun, if brief:
[video=youtube_share;vj5DpzJB_rU]https://youtu.be/vj5DpzJB_rU[/video]
 
I run an extra box with Elite Dangerous and get Graxxor to sit in the back seat while Small-ship-only Rick Sanchez pilots.

Four pips in weapons and three in shields is very nice to have!
 
It's really quite useless, since it's only good for gunning, and a Vulture armed with a turret is just silly, because it doesn't need one.

Once upon a time, I found myself with a C3 G5-modded beam turret and a C3 G5-modded MC turret going spare so I thought it'd be a bit of a laugh to put them on my Vulture.
The idea being, I could leave the turrets to shoot stuff while I could really concentrate on flying.

That part of it was really good fun.
Instead of firing on things like Annies and Vettes from 1km away, where they're the size of a postage-stamp, I was able to get to within a few metres of them and buzz around them like an insect.

The thing that was frustrating was that turrets don't actually fire on a target until it becomes hostile.
Basically, you have to switch to forward-fire mode, take a shot and then switch back to auto-fire mode.
Might not sound like a big deal but when you have to do it every 30 seconds, it gets old real fast.

In a world where there was more of an incentive to make use of multicrew, I think there'd be a place for a 2-man Vulture.
Imagine, for example, attacking a highly-defended orbital base and having to destroy a bunch of "power couplings" or something?
The pilot would have to concentrate on weaving in and out of the superstructure while the gunner fired on the targets as the ship zips past them.
 
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I like to think of the second seat in the Vulture as the seat for an NFO or more commonly named co-pilot.

The NFO in a Vulture would basically be there to keep an eye on the radar, on the target screen to inform the pilot of the enemies loadouts, more enemies coming into vicinity, warn allied ships getting to close to avoid friendly fire, communicate with the target/allied ships, firing chaffs or ECMs if needed, as well as module integrities, etc...

The seat might be useless when it comes to "active" gameplay, but in wing combat, a capable co-pilot can be a life saver when the pilot needs to focus on only two things: piloting and firing.

You all seem to forget that fighter jets these days often have a 2-seat setup. Unlike IRL, ED doesn't have as much tasks a real NFO would have but 4 eyes still see more than 2.

But unfortunately frontier decided wings of multicrewed ships would be overpowered so we are limited to either wings OR multicrew. So your copilot on a vulture is, erm, defunct.
 
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