So what can the multi-crew players actually *do*? I can believe that having a dedicated engineer onboard would allow an extra pip of power - dedicated tinkering and management with the maguffins. But that should require active participation, not passive presence. If this were then a player's role in a game it would have to be entertaining - but I can see simplistic implementations essentially devolving into tetris-like tedium. We already know that multi-crew players can use the turrents as FPS. I'm fine with the implementation presented for this - virtualised view. So what else can multicrew players actually do while playing the game that makes their active participation worthwhile from their perspective? Is it all combat orientated? (sorry my posts from this end lose paragraphs - don't know why, probably firewall blocking parts of the interface)
An extra player though should in no way give anything extra. We're talking extra magic power from nowhere and pip managment is so easy, why do you even need an "engineer" station? FD give their "reasons" for how this works but we've all been here long enough to know they're all bogus.
If they'd made the game more around the ships with actual stations to man and systems to manipulate then having real crew members would be an advantage but since everything in this game is easy mode, we literally don't need extra crew to manage ships systems.
Now, once again FD have given us something that makes no sense and adds another dagger in the back of consistency. Keep going down this route and using "magic" and more people wil lstop playing.