Wasting a perfect opportunity for directional shielding?

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I always assumed that Multicrew would allow for something that has been in the design pipeline since forever; directional shielding. Instead of one homogeneous mass, a crew member could manage relative shield intensity to counter incoming damage.

However, instead the options we're getting are pretty lacklustre. Not only is the crew count capped at 3 (Helm, Gunner, Fighter Com) the only interactive options are with offensive combat gameplay, with no consideration for defence. Instead, we're given lore-unfriendly nonsensical free PD pips.

Instead of magic energy points from the power of friendship, why not allow a fourth crewmember that can use a similar interface to the Gunner to create a zone of increased shield resistance? It would make more sense to have a third role, and more useful on obviously multicrew ships (Cobra, Vulture, FDL) that don't utilise turrets or fighters.

Hell, you don't even need to alter the base shield stats; just create an an entity that sticks to the contours of the shield that blocks a proportion of incoming damage. Or even just give the same functionality to the gunner, so they're useful even on ships without turrets.
 
I always assumed that Multicrew would allow for something that has been in the design pipeline since forever; directional shielding. Instead of one homogeneous mass, a crew member could manage relative shield intensity to counter incoming damage.

However, instead the options we're getting are pretty lacklustre. Not only is the crew count capped at 3 (Helm, Gunner, Fighter Com) the only interactive options are with offensive combat gameplay, with no consideration for defence. Instead, we're given lore-unfriendly nonsensical free PD pips.

Instead of magic energy points from the power of friendship, why not allow a fourth crewmember that can use a similar interface to the Gunner to create a zone of increased shield resistance? It would make more sense to have a third role, and more useful on obviously multicrew ships (Cobra, Vulture, FDL) that don't utilise turrets or fighters.

Hell, you don't even need to alter the base shield stats; just create an an entity that sticks to the contours of the shield that blocks a proportion of incoming damage. Or even just give the same functionality to the gunner, so they're useful even on ships without turrets.

This is just the start of multicrew.......*facepalm* things can be changed, improved and adapted.
Who know they might consider some feedback for further updates.
 
I agree that mechanisms like this would be far more appealing than just passive pip increases for a body (or hologram) being in a chair.

Probably also takes too much work for them to implement it within some deadline...
 
I was thinking this. It wouldn't be hard to have dynamic resistance whee you took whatever additional resistance you obtain from the SYS pips and distribute it around 6 areas. If it was, for example, 40% when evenly distributed you could put it up to 80% on a given area but the others would be suitably reduced. Interesting, useful, challenging.
 
I agree that mechanisms like this would be far more appealing than just passive pip increases for a body (or hologram) being in a chair.

Probably also takes too much work for them to implement it within some deadline...

Shield pips for directional management could be interesting.

4 pips to shields means you can stack 4 shield facings
2 pips to shield limit you to 2 pips
 
This is just the start of multicrew.......*facepalm* things can be changed, improved and adapted.

This would be a much better argument if FD didnt have a track record of releasing half-baked features and then forgetting about them. I was in camp "relax, its just a placeholder and will be replaced by a more in-depth mechanic later" for a long time. But its just not happening. (USS, Exploration, Powerplay, CQC, ...)
 
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