What the point of multicrew ?

One point of multicrew was certainly that oh so many people were incessantly demanding it over and over and over and over again.

And the "contemporary" understanding of how turret gameplay "should" look totally sucks donkey tail-end from a gameplay and usability perspective. What Frontier built was the one thing Freelancer got somewhat right.
 
Hi,

<SNIP>

It is not a matter of money, is a matter of immersion and what I except to be a turret gunner in my culture in 2017.

So my question : What is the point of multicrew ?
Yeah that word again. I'd managed so long without seeing it. Like dodging a TV advert that really grates and then boom!
Point of multicrew: I've played it, it's fun for me.
Some people don't like it, but just because some don't doesn't make it pointless.
I don't enjoy going of on long sojourns to far flung corners of the galaxy others do.
Point of exploration: Other people have done it, it's fun for them.

It's not your culture in 2017, it's an imagined culture in 3303. A little bit of flexibility in the way we think about things adds to the 'I' word, it doesn't detract from it.
 
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Yeah that word again. I'd managed so long without seeing it. Like dodging a TV advert that really grates and then boom!
Point of multicrew: I've played it, it's fun for me.
Some people don't like it, but just because some don't doesn't make it pointless.
I don't enjoy going of on long sojourns to far flung corners of the galaxy others do.
Point of exploration: Other people have done it, it's fun for them.

It's not your culture in 2017, it's an imagined culture in 3303. A little bit of flexibility in the way we think about things adds to the 'I' word, it doesn't detract from it.

"Immersion" is a convenient cop-out. If this game was anything approaching hard sci-fi or even remotely contiguous in the science and tech department of 3303 to what we have in 2017 I would say "sure, immersion is a defensible pillar of the game." But honestly, it's absurd. The list of immersion breaking elements in this game is looooong.

1. Switch on "Silent Running" and you're suddenly invisible to targeting - though you are still literally VISIBLE. https://en.wikipedia.org/wiki/Electro-Optical_Targeting_System

2. No magnification or thermal/IR/UV imaging when observing planets/stars/other ships. My video camera in 2001 had an IR setting and digital zoom.

3. Absurdly finite data storage for scans etc.

I mean I can go on and on. At this point gameplay needs to be a priority to bring in new players.
 
Well, I got to ride in a kickstarter backer's "starting" Cobra mk III with wire frame paint job. =)

So far, that's my favorite MC experience.

Combat was time consuming, clunky, and non-profitable. though, somewhat fun once we worked it out.

Mining was just...well, MC is un-necesary at this time and after an hour or more, profit was less than a harmless eagle bounty.

I'm waiting for more comprehensive MC in the future, but it's fun to joyride in a buddies craft.
 
- Paying a NPC millions of credit to fly a Fighter : I dont get it, I prefer a real human : OK

Some want a fighter escort but don't want to play with others. The popularity of Mobius and Solo indicates a lot of people don't want to get into the whole MP scene.
 
i had a go at MC for the first time tonight , got a few different players in my vette for an hour or so in a haz rez
really enjoyed having them on board , looking around in my rift the crew seemed to breath life into my ship for the first time ever
i think i will be using it quite a bit
 
I would a say major glaring issue with multi-crew is how limited the roles are in their usefulness.

Lets start with the Gunner role:

1.The pilot has to give up control of weapons or change their load out to turrets to give this role any viability.
-Turrets, less dmg vs. gimbled/fixed
-You are now reliant on a friend/stranger to make up a decent % of your dps. Lag, rubber banding, instance issues, invisible enemies or any other long standing bugs transfer over from Wings.

2. The limited usefulness of a gunner vs. the ship you are flying.
-The majority of small-medium multicrew ships have front facing guns and thus neuter the point of the role completely
-"Endgame" players who have highly engineered ships will have little difficulty keeping a target in front of their guns and again the point/need of a gunner role neutered again.
-This leaves the gunner role thus only really viable on large slow moving cargo ships.

3. Outside of the social aspect there is no real motivation for seasoned players to use this particular feature.


Next the SLF Pilot Role:

1. Pros
-A hell of a lot more fun than the gunner role.
-The ability to launch 2 fighters on certain ships. One player controlled, one npc crew controlled.
-Added dps and additional "eye in the sky" for finding targets or threats.

2. Cons
-Handful of ships that are SLF capable
-Issues from wings

In my opinion Multicrew is a good but woefully underdeveloped feature with limited or very situational viability. It will be a new toy for a month or two and end up collecting dust along with CQC and Power Play.
Also if anyone can convince me to the useful a gunner position on a cobra, a high maneuverable ship with front facing guns and only 4 of them..... I'll eat my hat :)
 
How do you mean?
Western RPGs tend to allow the player to project themselves into a world by means of character customisation, while JRPGs are more often telling the player that they are a given character and to kindly shut up and deal with it. It's a similar thing with science fiction which can opt to just glue lights on things people are used to, or try to make things more alien and "new".
 
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