Those of you with multiple accounts - "Non helm MultiCrew players now provide an additional single power distribution pip"

Completely agree, if we have a three-seat ship, with 4-0-4 pips, fighting a guy on his own with 4-0-2 pips, the advantage will in most cases be overwhelming.

But a wing of 3 v a lone guy is also usually overwhelming.

I don't understand what difference it makes whether the multi-crew ship is staffed by three paying players or one paying player and his two credit cards.

What's the difference, from the point of view of the lone guy?

Because if it's 3 players I've been beaten by teamwork, whereas if it's 1 player + credit card budiies I've been beaten by pay2win.
 
Why would a holographic butt on a seat add to a ship's jump range?

You're talking about a game that cherry picks its realism and gaming gimmicks, and binds them together via "reasons".

Why can we be 50,000 LYs away, crash and burn on a planet, and be back in the bubble seconds later? Escape pods don't exist, death has no meaning, there is no economy, power play characters squabble over finite resources when they have unclaimed abundance on their doorstep. Black holes are harmless, accretion disks non-existent. Its all nonsense, so why should a hologram giving an extra boost to a ships navcom be singled out?

I understand where you're coming from but in a game that is so full of plot holes, shoehorned "reasons", and weird science, these arguments no longer hold water.

You may have a point about multiple account holders gaining a slight advantage in PvP, but your arguments against magical holograms being able to do magical things in the world of Elite doesn't cut it these days with everything else thats found its way in. And unless I've missed something, traders, miners, and explorers get precious little from this extra pip malarkey, so how about some MC benefits elsewhere!

Anyway, I'd like to hear from someone on how hard/easy this is...

We'll have to wait and see as MC didn't make it into this round of beta.
 
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If they enable hired NPC crew , pips should also be added. Like a half-pip for a fresh crew member and whole pip for more experienced ones.
 
Is it an exploit?

Probably not, strictly speaking.

Are magic pips a 'rule of cool' idea that will come back to bite FD in the bum, just like so many of their other similarly ill-conceived ideas?

You bet your bottom credit it is.
 
having a pip doesn't necessarily mean that you're gaining power you didn't already have. Right now full power is divided by the number of pips currently available. There's nothing to say that FD didn't mistakenly make something logical and simply divide the total power up by the increased number as appropriate for the number of crew members aboard. So while you may be able to put 7 pips around, each pip is worth less of a % of the total power for any subsystem.

So the effect would be it adds finer grained control over energy subsystems. Rather than a bonus pip giving you > 100% of what a single player would have available.

But that puts a whole lot of faith on FD.
 
Seems like it could be ok - if you're using an alt-account as a stand-in for a crew-member just to get the pip, then presumably you're going to lose your guns or whatever crew capacity the alt-account is serving in (or failing to serve in, more like :) ). Seems that penalty would exceed the gain of a pip?

My curiosity is more about when two players are legitimately multi-crewing - will players enjoy that pip as much as or more than they'll hate it when the tables are turned and they're fighting at disadvantage?
 
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I cant wait to kill more innocent commanders, 3 accounts ready.
On Xbox we can have unlimited accounts without paying extra money for them.
Isnt it great to play on a console? :D
 
So the question is, how viable/easy is this to achieve? So I'm hoping can try and feedback!

Isnt it obvious? If you have two accounts, you can do it. Nothing FD can do to stop it. Any counter has a super easy fix for that. I doubt that its going to do much though as you cant move it. Any decent cmdr doesnt need a constant 404, and with even halfway decent pip management the impact is going to be rather minor.
 
The whole extra pips idea is one of the stupidest things I've ever heard. I guess the extra peeps have little fusion generator backpacks to boost the power distributor... sorry... but it's dumb. :p

I don't think it's that dumb. It's basically saying that as a lone pilot even though you can control your ship to a degree, you aren't able to use it to its full potential. Like extra power is available that's not being used when you're on your own because it's needed to run the gunner's 3D VR sensors and turret control... Or to power an extra fighter... It's not that much of a stretch to think that we've never used our ships to their full power, especially as many people have complained about how silly it is for one person to control something as large as an Anaconda or Corvette, which should have huge crew complements.
 
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having a pip doesn't necessarily mean that you're gaining power you didn't already have. Right now full power is divided by the number of pips currently available. There's nothing to say that FD didn't mistakenly make something logical and simply divide the total power up by the increased number as appropriate for the number of crew members aboard. So while you may be able to put 7 pips around, each pip is worth less of a % of the total power for any subsystem.

So the effect would be it adds finer grained control over energy subsystems. Rather than a bonus pip giving you > 100% of what a single player would have available.

But that puts a whole lot of faith on FD.

I hope this is the case.
 
From the livestream it seems that when having a crew the helm give up direct control of SCBs, chaffs, heatsinks, scanners, and maybe AFMU. Then require to equip a hangar bay for the SLF pilot , do not require turrets for a gunner.

A possibility could be outfit a hangar bay with 2 SLFs if you want to keep control of the ship defences and gain 2 free pips, or use some macro or whatever you need to manage 2 or 3 accounts on the same computer [haha]
I bet not many people are going to go that far for just two pips [wacko]

That's useless in PvP and in PvE you don't harm anyone , plus you can't wing up anymore.


Edit: Also remember Fdev talked about the Big 3s launching maximum two SLFs , what fun if when having 2 SLFs players you can't launch any NPC pilot :D
 
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^^Two immediate problems.

Having said all that, if it makes it into the main game, how is it an exploit?

A multi-crewed ship can't be winged. Presumably we'll be able to see that (e.g.) an FAS is multi-crewed and know that it will have 7 pips not 6 pips.

Nobody could be more critical of how RNGineering etc has already unbalanced PvP than I am ... and yes this is hardly desirable ... but I just don't see what's unfair about it. How is it unfair to me if one guy plus his buddy attack me with their FAS, or one guy plus his sock account attack me with their FAS? Why is the former fair but the latter unfair?

If anything, I think people should be allowed to pay creds for NPC crew (and extra pips) and be done with it.

The issue comes from people like myself who have access to secondary accounts and can follow friends that are in wings into a fight. You of all people should know how the balance of a fight can change. For someone to be able to bring a big ship capable of an extreme damage build that only works with 4 pips to weapons with out the downsides of having less pips elsewhere is incredibly short sighted.

This will do nothing but mean that big ships pilots will have to buy secondary accounts or lose to the guy that did. It's literally paying for extra power in this form. I'm hoping that they can have an inactivity auto kick function so that you can't just have sock puppets doing nothing, but we'll see I guess.
 
This will do nothing but mean that big ships pilots will have to buy secondary accounts or lose to the guy that did. It's literally paying for extra power in this form. I'm hoping that they can have an inactivity auto kick function so that you can't just have sock puppets doing nothing, but we'll see I guess.

Run a script and it wont detect it.
 
Same difference as just inviting someone aboard that's relatively useless. You don't need two accounts, you just need to know how the contextual menus work and be social.

You can't tell me that being a hermit with two accounts is an exploit. It's not; it's just sad is all.
 
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