Why hasn't frontier ever responded to killing our SLF NPC's?

Hello Commanders!

Just clarify my statement about not wanting Commanders to only ever train one or two fighter crew.

It's absolutely not that we want to force players to continually cycle through new crew (which is why we'll hopefully get around to making a change here), it's because we want to retain jeopardy. If the only risk was some extra credits cost then we think the risk would be too easy to mitigate.

Part of the concept of attachment with crew is knowing that you have kept them alive during situations where you *might* have lost them.

hope this makes some sense.

The concern here is that NPC crew are the only area in the game where you can grind and lose it all in an instance. Sure, you could say that explorers risk losing weeks or months of data if they die out in the black, but exploration is absolutely not dangerous in a way outside that player's control. The only times where explorers die anymore is if they themselves do something stupid like exit hyperspace at full speed and smack into a neutron star exclusion zone. And even there, with heat sinks, they will generally be able to survive if badly hurt. Whereas NPC pilots serve one purpose and one purpose only: to accompany players in the MOST dangerous activity of all: combat. Especially PVP combat where the risk of death is very high. On top of that, raising an NPC pilot to elite requires a fantastic amount of time and money investment, far more than engineering does. Yet could you imagine how the forums would explode if players lost all their engineered modules on death?

Now, no one is saying there should be no consequences. I am a firm believer in consequence. But consequences should never be permanent if it requires such a time and money investment from the player. You can easily implement rescue missions to find their escape pod. Those pilots could be out of commission for several days while healing up, forcing the player to hire a temp. The NPC pilots could ask for a temporary raise to their profit cut. Basically, *anything* but permanent death is something we can accept. So again, please respect the time investment and money investment. Players not only cling to their crew for sentimental reasons, but also because of how much effort was involved in getting them to that point.

Also note: Passengers were implemented at the same time as NPC crew. ALL passenger cabins come with escape pods. Even economy cabins filled with prisoners. But my *crew* does not. Doesn't really make sense, does it?
 
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Robert Maynard

Volunteer Moderator
Hello Commanders!

Just clarify my statement about not wanting Commanders to only ever train one or two fighter crew.

It's absolutely not that we want to force players to continually cycle through new crew (which is why we'll hopefully get around to making a change here), it's because we want to retain jeopardy. If the only risk was some extra credits cost then we think the risk would be too easy to mitigate.

Part of the concept of attachment with crew is knowing that you have kept them alive during situations where you *might* have lost them.

hope this makes some sense.

The issue is not that there is risk - it's that the ship carrying the NPC has to survive every single time else the NPC is lost forever, regardless of how long that NPC has been on-hire.

There's no incentive (i.e. credits are easy to come by) to hire a novice NPC and nurture them - if they can be lost in a moment.
 
The way I see it, NOBODY in their right mind would ever fly their prized NPC pilot in anything less than a Cutter or Corvette. I'd consider taking your fighter out in a Keelback to be suicide for them.

Considering it takes a long time just to find a human looking crew member, they shouldn't be permanently killed when you yourself are not. Being killed by a station because a wing member stray shots it or ganked by a wing of tooled up goons ready to switch off your fsd, disable your ability to target lock and murder your modules should your shield be torpedoed isn't my idea of an acceptable death to an NPC you have spent ages levelling up and losing 10% or so of your income regardless of them being active or not... Which brings me to a follow up point.

If we train more than one, that means you lose even more credits to this mechanic. Imagine having 3 of them bagging your profits as they sit eating ice cream in a station watching telly. Again, try finding 3 with an acceptable face. Haha.
 
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I've had the same NPC crew for ages
If I'm doing something risky I'll buy an expendable one (basically if I know the chance of a rebuy is guaranteed)

Current system is fine and I'm on the same page as Sammarco..
 

Deleted member 115407

D
Hello Commanders!

Just clarify my statement about not wanting Commanders to only ever train one or two fighter crew.

It's absolutely not that we want to force players to continually cycle through new crew (which is why we'll hopefully get around to making a change here), it's because we want to retain jeopardy. If the only risk was some extra credits cost then we think the risk would be too easy to mitigate.

Part of the concept of attachment with crew is knowing that you have kept them alive during situations where you *might* have lost them.

hope this makes some sense.

Stick to your guns, Sandro. It's a smart mechanic and it makes sense, especially in regards to PvP actions.
 
Stick to your guns, Sandro. It's a smart mechanic and it makes sense, especially in regards to PvP actions.

Imagine they stuck to their guns through every issue ever raised. Thankfully some things are challenged as it has resulted in the game being improved for many. I do not like the permanent death aspect of the crew and although you're entitled to your own opinion, I'd like to enquire why you like this mechanic?

If you're going to say that everyone flying with an Elite NPC is where the problem lies, then I say they could lower your NPC by two levels everytime you die. And at Elite those two levels are a lot of work.

All this mechanic does is encourage those who log into logging even more since they cannot handle loss in the game. I've lost an NPC before and thankfully support had restored the crew because the death was unfairly caused by a station opening up on me which wasn't any fault of my own. I lost my Corvette and fighter because a wing member fired stray shot at the station. It took me completely by surprise. I didn't get my 43 million back from support, however, but I was very happy they restored my crew. But that was a good will gesture one time. So if this kind of thing happened again I'd have to accept it, which still bothers me a little by concept when I'm staying clean.
 
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Story doesn't add up. I shoot stations in full instances for fun ( see if I can escape) and never ONCE has the station shot anyone but me in my wing.

Credits are meaningless in game. Losing crew has a bit more meaning. Hence why it should stay.
 
[...sad story]

Well, I lost one of my Elite pilots halfway on my way to Colonia, at Sacaqwea Space port, 11k ly out. Had an SLF bay on board for planet sightseeing, as the Conda has a rather limited downward view. Upon arrival, I decided to stretch my legs a bit, so I drove around a little in the SRV. Must have got on a landing pad in the process, and as loitering is a crime punishable by death, a Skimmer came, killed the SRV and I was wanted, back in the Conda inside the hangar. Duh. Crew lounge not available, so I could not set the SLF pilot inactive. After much consideration, I tried to get away in a bravado attempt, full boost on launching & hiwake set, but the station immediately scanned me and then opened fire, Conda gone in split seconds and the unlucky pilot with it. I still remember her name, for I named my Vulture after her. It was a quiet voyage to Colonia and I felt guilty for being such a noob until Sag A* and beyond.

O7,
[noob]
 
Hello Frontier,

Instead of killing our NPC's when the ship is destroyed, can you just have them loose a level instead?

because they do not feel it needs a response and they want that mechanic? it seems to be a consequence, I'm alright with that personally though yeah, i'd agree lose rank might be better.
 
Give the NPC's an escape pod and remlock FD. Please.
I would love to level up a fighter pilot. But not really worth it as it stands.
Plus why do they get paid a % of my take when not active? They should have a lower base salary per day for that.
 
Hello Commanders!

Just clarify my statement about not wanting Commanders to only ever train one or two fighter crew.

It's absolutely not that we want to force players to continually cycle through new crew (which is why we'll hopefully get around to making a change here), it's because we want to retain jeopardy. If the only risk was some extra credits cost then we think the risk would be too easy to mitigate.

Part of the concept of attachment with crew is knowing that you have kept them alive during situations where you *might* have lost them.

hope this makes some sense.
I'm sorry, but no, it does not. The current design encourages NEVER using trained crew in potentially dangerous situations (pvp and thargoids primarily). If there's a chance I'll die, I won't use my Elite crew member - the risk isn't worth it. So what you've built is a game where most of the time you hire an expert, use them and fire them. That seems like the anthesis of the system you desire.

The danger can be there without total loss. For example one or more of the following:

  • When your ship explodes, the crew member needs to be rescued, by you. Get a mission to recover their escape pod. Pick it up and return to station.
  • After death, the crew member might be hurt and needing a week or so of recovery time (or a day or hours - balancing vs gameplay issue).
  • You could make it so if you die A LOT with a crew member, they get tired of you and refuse to work for you unless you bump their salary (although I admit, it's already WAY too high).
As it is now, it's illogical and not fun and really ruins the process of leveling a crew member, because once you're done, you just go back to a throwaway Expert pilot.
 
Hello Commanders!

I'm fairly sure that I've mentioned this topic on more than one occasion. Oh well, once more, with feeling!

We have some ideas for preventing fighter crew death whilst retaining some form of jeopardy, but we haven't got round to implementing them.

Clearly we don't want a situation where crew can always be saved, this would mean that everyone would only ever hire one or two fighter crew. However, we accept that the current situation is too harsh in terms of investment versus risk. Look for more information in a future update.

"I'm fairly sure that I've mentioned this topic on more than one occasion."

When months and months go by with nothing being done about what is considered by many to be a major flaw in your game you can forgive the players for forgetting some vague statement about accepting that the current situation is too harsh...Until you do something about it you will be asked again. And again. And again. And again...

(I scanned through your post history and saw nothing of the subject at a glance so some real time has passed for sure.)

But in any case.

Be sure to do a focused feedback on this subject when the time comes.

The reason this patch is considered successful is because you did basically exactly what the community told you to do at almost every turn. I can trace back every single change in this update to a suggestion by a player in some thread or another. And that is such a great thing. Keep that up. Historically your ideas you have come up with on your own have not been very stellar (hehe) so you kind of need to keep it up...(Initial iterations of Engineers was not at all respectful of our time now was it?) Basically I really do not think you should be allowed to implement any of your ideas for future game play mechanics without an extended rigorous session of focused feedback from the community. I wish I could see it otherwise but I truly think that the player base has a better grasp on what this game should be. Very few games have the privilege of having a player base that is smarter than they are. Take advantage of it. I wish I could put this a bit less harshly but based on experience so far I don't think I trust you and your team to come up with a way to save/recover our crew members that doesn't suck bio waste straight from the source.

So please. Focused feedback everything. Focused feedback forever.
 
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What you have just said means to me that the current system is far from fine.

PvP wise getting ganked will happen. This is not a normal situation and not easy to control

PvE I take my highly ranked crew. That's fine.

Again. Even if I lost my crew member tonight I'd be fine with it
 
Hello Commanders!

Just clarify my statement about not wanting Commanders to only ever train one or two fighter crew.

It's absolutely not that we want to force players to continually cycle through new crew (which is why we'll hopefully get around to making a change here), it's because we want to retain jeopardy. If the only risk was some extra credits cost then we think the risk would be too easy to mitigate.

Part of the concept of attachment with crew is knowing that you have kept them alive during situations where you *might* have lost them.

hope this makes some sense.

To echo what has already been stated here...no, it makes no sense to me at all.

Let's take Fire Emblem as an example here.

The reason characters (who make up your army) in Fire Emblem are memorable and engaging is not because Fire Emblem has perma-loss (which it intentionally allows to be mitigated via Aum Staff [revive a dead character] & heavy use of save/loading, both things that Elite clearly cannot have). It is because every character has a unique design, a unique background, unique dialogue, and most importantly are there with you, fighting throughout the duration of the entire game. Characters that have steep recruiting requirements, or are only there for a chapter or two and then disappear forever, are not memorable whatsoever - and neither are any characters that you let die as soon as they appear.

This is why, when I play any Fire Emblem game, I abuse save/loading to the maximum to make sure every character is alive at the end - because it comes with a big payoff: At the end of every Fire Emblem game, every character will have something to say, to you, to each other, and the ending cutscenes will include a little thing on every character explaining what happens to them afterwards. It's intensely satisfying to see this army you've accumulated over time, these characters you know and have overcome so many struggles with, reach the end and be given a worthy conclusion.

Fire Emblem is considered good because of that (and the tactics). It is not because Fire Emblem has permadeath in it (which again, I must stress, it *intentionally* allows save/load scumming & the Aum staff, so it's a mechanic that is - ought to be, in our case - unique to the format of games with save/loading), though some players do enjoy the entirely optional Hard Modes where saving is limited or even disabled.

If you want us to be more attached to our NPC crew, then improve upon how NPC crew works. Allow us to *see* them on our bridges. Give NPC crew more things they can do for us on our ships. Make it so they can participate in mining operations with us. This is an area that is ripe for using your creativity, is it not?

If you want to introduce more risk in the game, then you really ought to start with balance issues. From what I've seen many players these days are ready to welcome a complete removal of Engineers (here's one example thread, there are more out there https://forums.frontier.co.uk/showt...ck-if-Fdev-completely-did-away-with-engineers), let alone an overhaul/redo of them with a de-emphasis on "definite upgrade" and more "interesting & worthwhile tweaks". And even without Engineers, hitpoint inflation - an issue that *surely* you've seen brought up time and time again - is a big culprit when it comes to removing risk. And, of course, there's the constant tug-of-war with credit income vs running costs.

Perma-loss is not, and never will be, an appropriate answer in any game that lacks a save-state system with quicksaving, quickloading, and other similar features. It just does not work in the format here with Elite Dangerous.

p.s. I'll at least admit, as I've noticed before, there *is* a contigent of masochists begging for punishment who would *love* to see you add an entirely optional Iron-Man mode, somehow...personally I think it should remain that they can simply enforce their ideal rules upon themselves without hurting the rest of the community, but I digress.

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Too bad. There's certainly plans to do that. Although as everything it will be purlely optional.

As it should be, which was rather his point in the first place.

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Here's what I'd like to see this system become.
Basics
Crew should be treated (mechanically) in the same way as ships.
Hire as many as you like, assign X to your ship where X is the number of additional seats it has.
If you switch ships, transfer X crew over to the new ship where X is the number of additional seats it has.

Hm, I'd rather have X crew stick with ship X, and ship Y requires another Y crew, especially when the number of seats per ship can (lore-wise) vary widely. Perhaps have a settings option to allow both methods?

Any excess crew are on "shore leave" and remain at the station where you left them.
Transfer crew from station to station (as with ships).
Active crew are paid one rate, inactive crew are paid a much smaller retainer.

Okay, with you so far....

If crew stay on shore leave for too long there is a chance they will quit, this chance is based on their rank/ability (higher skilled crew are more likely to seek work elsewhere). They may warn you first, and this ought to give you the chance to transfer them and make them active.

Here I am absolutely *against* this. Many players may have sudden prolonged absences that cannot be helped, and they shouldn't be punished for doing so by having their long-established crew members disappear into the ether on them during their absence. Keep it a *player* choice, please!

Roles
Crew on a ship can be assigned roles; fighter, turret control (or whatever it's called currently), countermeasures, etc.

I would like this, particularly with counter-measures...I have never liked trying to use an ECM properly. Particularly when it's so much easier and more effective to pack on shield boosters instead (and not so much point defense, sadly.) *Looks over at Sandro meaningfully*

Crew member(s) assigned to the fighter role (you can assign 1 crew per fighter bay), will be able to launch in a fighter. This is more or less exactly what we have today.
The crew member assigned to the turret control role gives a boost to turret performance based on their rank/advancement
The crew member assigned to the countermeasures role will control your ECM, point defence, etc (not chaff), and their performance will be based on their rank/advancement.

This roles concept can be expanded upon in future updates, adding new roles, and having the crew member rank/advancement add a bonus to whatever they are assigned. This will further differentiate ships which can have crew from those that cannot (ships will need some re-balancing to account for this) as well as differentiating ships with crew vs those with empty seats.

Different ranks in different roles? That sounds pretty neat, to me. To go back to my Fire Emblem comparison, it's like the weapon proficiency levels. Characters that could get S in 3 weapon ranks were the best!

Risk/Reward
The rewards are clear (above) so what about risk. Losing the crew member is nonsensical (everyone posting so far has given adequate reasoning here) but this is a game so if that was the only complaint we could perhaps live with it, however it's not. The real complaint, IMO, is that the time/CR/etc invested in a crew member are too easily lost and that the penalty is too harsh (perma death tends to be considered harsh, in a game).

So, instead of perma-death, how about if the crew member advancement suffers from ship destruction. In short, all active crew suffer XP loss on "death" (ship destruction). This is a common mechanic in many roleplaying games and it works quite well. A careful pilot's crew will advance slowly, if s/he takes risks they may advance faster, but if the risk proves too much they're destroyed and some advancement is lost.

Ewww, no way!

If we don't lose our Pilot Federation ranks when we die, then neither should our crew. If Sandro is trying to say Elite is supposed to be that punishing, then they need to make it so from the ground up, not just weirdly only apply it to SLF pilots.

For the record I've never played any RPG game where there's XP loss on death, either....

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What I don't understand is why the NPC's don't use telepresence to get to your ship anyway and it being completely risk free.

Oh, YOU!

Really, that word Telepresence needs to be retconned out of existence. Just erase the word and pretend it never happened, we'd all embrace that change, I promise, Sandro!

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I'm afraid I still can't wrap my head around the thinking, especially as it relates to other aspects of the game that are "safe" from death like ship rebuy, engineered modules, micro-materials, etc. But thank you for engaging in the conversation anyway. :)

For the record, here are my own favorite ideas (from most to least favored) for keeping some sense of cost/risk without entirely losing crew:

* At the rebuy screen, crew demands a salary raise to stay with you. (Up to some sane cap, obviously paying 90% of your income doesn't make much sense).

They already take an exorbitant salary as it is, so the only way I'd be happy with this is if the current rates were lowered significantly and instead their current rates become the new salary caps. Otherwise, my vote (such as it is or isn't) is going to be a "No" here.

* After losing a ship, crew is unavailable for a week or two such that you can't set them as "active". They're in some sort of "recovering" state.

That's far too lengthy an interruption to the action. I would make it a few hours to a day (as in, 12 hours) at most.

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PvP wise getting ganked will happen. This is not a normal situation and not easy to control

PvE I take my highly ranked crew. That's fine.

Again. Even if I lost my crew member tonight I'd be fine with it

Personally, I think you are a glutton for punishment. I would not be fine with it whatsoever were I in your shoes.
 
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Hello Commanders!

Just clarify my statement about not wanting Commanders to only ever train one or two fighter crew.

It's absolutely not that we want to force players to continually cycle through new crew (which is why we'll hopefully get around to making a change here), it's because we want to retain jeopardy. If the only risk was some extra credits cost then we think the risk would be too easy to mitigate.

Part of the concept of attachment with crew is knowing that you have kept them alive during situations where you *might* have lost them.

hope this makes some sense.

To once again reiterate what others have said - the part about 'Part of the concept of attachment with crew is knowing that you have kept them alive during situations where you might have lost them'.

From my perspective that's not fun at all. 'Jeopardy' is all about risk versus reward, certainly, but for those of us who like to feel attached to our NPC crew, the penalty for losing a ship in this case is far too harsh to justify taking any risks at all. Sure, combat in general is more fun when there's a risk of losing, but the degree of loss matters a lot. Losing money for a rebuy is all very well, I am not one of the super-rich after all, but I can take steps to mitigate that by choosing to fly a cheaper ship. When there's a chance that my NPC friend will be lost permanently, the only means I have to mitigate that are a) Fly a ship that's so powerful that there's no realistic chance of losing - which also isn't fun - or b), not taking them along in the first place. NPC crew death means that it's never worth, well, having fun with that part of the game. Even if there were to be only a small chance of it, if we can't do something to eliminate that chance - do a rescue mission, pay lots of money, leave them inactive for a week, whatever it might be - it's still not worth it. *That* is the problem.

Here's a thought experiment - how would people feel if losing a ship and having to use a rebuy removed *all* engineer modifications and set everything back to baseline?
 
That's entirely illogical, even less logical then having them die.

If we want to stick to a plausible role play angle, a pilot ‘killed’ whilst flying so have a period of enforced leave. We now have the concept of in-game cool down timers for Notoriety. Extend this mechanic to NPC pilot recovery. I.e. for every rank of the pilot, they must spend a certain number of hours recovering. Harmless pilots recover quickly (they can fly with bumps and bruises) whereas Elite pilots take a while to recover (they were a finely tuned fighting machine you know).
 
I'm convinced (I'm often wrong) they will change the death / payouts system eventually but it is probably fairly low on their priority list.

Which is a real problem with FD's dev process IMHO :

1) devote dev time to a new feature (here SLF)
2) once it is released, leave it untouched even though there are blatant flaws
3) everybody stops using it after 2 weeks due to said flaws
4) don't fix it because "nobody uses it"
5) Find a new "new feature" and goto 1

This loop works for PP, CQC, Multi Crew, SLF and probably a lot of other things.

Yes, never finished before a new neato. . .
 
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