Why mutlicrew should not give two extra pips.

I have enough trouble just trying to get into the same instance as a client when I'm refueling them, I can't imagine the p2p needed to have two full wings of Multi-crew (12+12) fighting each other, especially considering most ISPs hamstring upload speed.

Yeah the server stability is kinda pathetic, its been getting "slightly" better with every patch but they need to really focus on the problems with connectivity and swat them.
 
It's a representation of the crew members doing stuff that isn't directly represented in game. Like fiddling with details of the ships configuration that one guy just can't do alone.
 
It's a representation of the crew members doing stuff that isn't directly represented in game. Like fiddling with details of the ships configuration that one guy just can't do alone.

So when folks simply log in with their second account/CMDR to do nothing more than put a quite literally idle bum on a seat just to get free pips and CRs, that good mechanics how?
 
It's a representation of the crew members doing stuff that isn't directly represented in game. Like fiddling with details of the ships configuration that one guy just can't do alone.

We know it's an abstraction, but IMO it's an unnecessary one, at least for players.
 
It's a representation of the crew members doing stuff that isn't directly represented in game. Like fiddling with details of the ships configuration that one guy just can't do alone.

no, its not a representation of what the crew members do. its a clear 16.5% power distribution buff per seat. the human body simply does not just make the ship produce 3MJ/s of extra power by sitting in a seat or by fiddling with controls. either the ship has the hardware or it doesnt. wether or not a crew member is warming a seat should not magically affect the average power output.
 
I do not believe that multicrew should magically give a ship two extra pips. for various reasons.

1. If you have two ships that have the exact same specs, same ship, same modules, same everything. they should always be mirror copies of each other and if pitted against each other it should be an even fight.

True, but they don't have the same everything. One of them has additional crew members.

2. A ship does not car does not automatically preform extremely better if you put more people in it. Ships should not be able to output megawatts better performance just because one person boards the ship. This would mean that although the two ships that have 100% mirroring specifications. One ship now has an unfair advantage over a ship thats exactly the same as it just because another person showed up on it.

Sure they do. Pit a rally car with just a driver in it against a rally car with a driver and a co-driver in it and see who comes out on top.

3. The benefit of multicrew should not come from magically appearing power availability (pips) just because people boarded the ship. it should come from strategy, and communication, and how well an individual knows the equipment on a ship and how to use said equipment. The workload should be divided amongst the crew members by communication. The extra pips is a clear buff however you look at it. and while its partly there as a handicap in multicrew it is an unfair advantage.

What workload? There isn't any workload to be shared, hence the extra pips. What other possible benefit could additional crew provide that doesn't boil down to a straight up buff?

4. a ship is a ship regardless of the crew you have. So this should not prevent a ship from entering a wing. A person is not a ship, A ship is a ship, when you enter a wing, you aren't entering its crew you are entering the ship itself.

Could be pitched as a balance issue. More likely FD know their netcode and infrastructure couldn't provide a reliable enough experience for 4x4 players in a single instance.

5. this will likely encourage botting as people can go and make dummy accounts to get those extra pips.

I used to fly as my own "fleet" in Eve online with multiple accounts. You pay your money and make your choice. Pay to win? Possibly, but then non horizons players are already on the pointy end of that particularly well engineered stick anyway.

6. To put this clearly, Multicrew SHOULD NOT prevent a ship from being in a wing and SHOULD NOT give 2 extra pips. In real life when you have a 2 seater jet, if there are 2 pilots in the jet it doesn't prevent them from forming a wing, but it doesn't increase the performance of the jet either, just the strategical options/advantages that are available. the Jet is still limited by it's hardware.

What should it do then?

7. Regardless of PIPS our Power Distributor should not be able to handle more power than it does. So using 6 PIPS is 100% power usage and 8 pips is basically overclocking it and should risk overheat it.
Adding extra power cables to a transformer does not magically make that transformer transfer MORE power, merely sharing it's output to more sources, diluting the total power output per source.

Creating a gravitational field strong enough to compress space time directly in front of your ship would compress your ship too. Should we immediately destruct when we engage the frameshift drive or should we just let that fly because it's a video game?

The mechanics of the game aren't complex enough to warrant more than one human in any ship at any time, unless you just want 3 turret gunners. I can't really see what else they could have done with it tbh.
 
first, a rally car with a co-driver has no advantage as having a backseat driver does nothing but distract an actual driver. So it would actually be a detriment, not a benefit.

- Next, it's very easy to think of benefits that aren't straight up buffs. The gunner for instance has the ability to prioritize targets and actually hit them; hitting being something vanilla game turrets are not capable of.

-I agree, it could very well be that they know their coding isn't good enough. I mean they have monumental issues with just 2 people instancing properly as it is.

-paying for another account just for those 2 pips would be exactly pay to win, and in my own opinion bloody and a waste of money.

-What is should do would be individualistic but for me you have shield,weapon, thruster, and power management that should be shared between the players. Example: someone on systems would controle how the sys energy is used, either to make the shield tougher or recharge it faster or maybe give it a specific resistance. That alone would be infinitely better than the lazy cop-out they're proposing.

-as for you last point, see my previous. Fact is that just administering additional magical power out of nowhere is the bare minimum of effort here. There are many ways it can be improved, one of which I stated above. What we have here required no thought beyond "we should put in multicrew" and it shows.
 
There we go again.. Another new game update... another forum QQ... and another new features killed before its arrival... same &^$# everytime. Reason im not excited about updates for this game anymore since 2.1 ...
 
There we go again.. Another new game update... another forum QQ... and another new features killed before its arrival... same &^$# everytime. Reason im not excited about updates for this game anymore since 2.1 ...

It really is a shame. For as much as I about it myself I really would like to see the game improve and become good; But for whatever the reasons are....
 
it's not QQ if its obviously game breaking.

It has to be apparent that it not 'obviously game breaking'. Some opinion, even before testing it, does not equate to any thing obvious. As to game breaking, that too hes yet to be seen. You are just telling us all that the sky is falling, I hope you remember how that turned out.
 
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Generally agree; it's a daft idea.

FD missed a trick here. Not that this is news to anyone outside of FD. Any ship benefit incurred through mulitcrew should have to be earned through in-game activities, i.e., skill, rather than bestowed by mere (tele)presence.

Let's be honest, the FD game designers have a pretty high frequency rate of daft ideas so I'm not at all surprised multicrew is turning out to be another fumble around the edges of what might have been.

The only upside to take away from this is that it's only 'a start'. Mined ewe, I look at RNGineers, the abortive PP, and the nigh on all consuming obsession with pew-pew and I have to say that my expectations for multicrew aren't high anymore.
 
Having 2 extra pilots in there own ships has got to be better than having 2 extra pips? Mabe there are extra controls in the ship that the helm doesnt have access to that alow you to optimise power buy re routing auxiliary power. As long as it tells you that its a crewed ship and you cant have crew spawn in during a fight i dont see it as a problem. Its just a nother flavor of wings no?
 
Frontier obviously changed their policy... Solo player should not play in onpen any more... If you want to play solo go to the solo mode and stay away of open until you have at last two friends with you... btw you got a pip per friend so if you are in two seater you got only one extra...
 
Well, it gives me another reason to man my friend's Corvette's nonexistent turrets to improve his bounty hunting while I go AFK and do something else. I get credits, he gets 2 extra pips that will be fixed wherever I leave them.

This. Your friend benefits from extra pips and you benefit from extra credits. There is no downside to going AFK in the current multicrew scenario. I suspect a lot of pilots will see AFK player crew members.
 
If multicrew with extra pips turns out to be overpowered, I like the idea of extra power being "overclocked" through the system wiring where the nominal heat could be raised up 10% per extra pip. Or change the pip gain to half-pips.
 
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It sounds fun to me. An extra pip's not as good as an extra ship, so it's actually a step down in available firepower vs having your friend follow around in another ship, also sharing bounty hunting money.
 
I agree, there should be a way to switch up the distributor's capabilities in a more hands on way... say transfer the total recharge rate from the engine capacitor to the SYS and WEP capacitor making the pips have higher values.

+1
Multicrew should require active participation to "squeeze" every bit of potential out of a ship. Extra power for hosting an AFK crew is just dumb.
 
If multicrew with extra pips turns out to be overpowered, I like the idea of extra power being "overclocked" through the system wiring where the nominal heat could be raised up 10% per extra pip. Or change the pip gain to half-pips.

You have to be kidding, more heat issues??
 
This!

And



So many great ideas here. Of course taking more effort to implement, but this would add so much more depth to the game.

For me Elite has been -since 1984- about making myself believe that I am piloting a spaceship. I have always been making up stories in my head and filling in the gaps in the game with stuff that's not acutally there.

When you have someone else on board though, you need the game to facilitate playing together.

And the engineer particularly could help with all playstyles. Exploration too: micro-managing power to either decrease scanning time, speed up fuel scooping, increase detailed scanner range, increase fsd range slightly... and the engineer could plot the route while the pilot is refueling.

Adding a pip is just the fastest, cheapest way of adding some engineer function. But I do not think it will make it through beta with all the valid points that have already been made.

Also I am very worried about the gunner view in VR, but that's for another post.

Yes! Every multicrew role should come with its own minigame that can benefit or hinder the whole. :)
 
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