Why mutlicrew should not give two extra pips.

What will be wrecked? A ship with multi crew should have the upper hand against a single pilot so it gives a reason to multi crew. A magical pip was just a easy way to implement it.A ship with 3 pilots vs a wing of 3, the wing will win. Hardly see how it will ruin everything.

I don't think it will "wreck" the game, but it's certainly open to abuse. Buy two extra accounts, have two more pips. I'm betting that pretty much every PvP'er in the game is going to go for this one. Most of the guys who came here from Eve are already very familiar with the concept of multiple accounts and will no doubt be more than willing to stump up the £50 required to gain such a potentially decisive advantage. Let's face it, 2 extra pips in a fight? It's a no-brainer.
 
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I don't think it will "wreck" the game, but it's certainly open to abuse. Buy two extra accounts, have two more pips. I'm betting that pretty much every PvP'er in the game is going to go for this one. Most of the guys who came here from Eve are already very familiar with the concept of multiple accounts and will no doubt be more than willing to stump up the £50 required to gain such a potentially decisive advantage. Let's face it, 2 extra pips in a fight? It's a no-brainer.

But they will exclude themselves from being in a wing - so they will still be in 1 ship, with 2 dormant player accounts.....
not really an advantage when no one is there to fly the fighters or aim the guns.
 
Dude, you write that imature drivel and expect to be taken serious?

I really hope I'm being puzzled by some world class satire, otherwise we're in bad shape.

Anyway, this forum is geared towards discussion, so discuss I will. I will do so when stuff affects me, I will do so when stuff does not affect me and I sure as hell don't need your approval to do so.

So take your false sense of superiority with you and ride that high horse into the sunset, out of this thread.

Cheerybye! :)

Coming from you? Hah.

If it were a discussion taking place I wouldn't have a problem with but, as I see it, it's nothing but a 16 page diatribe of people whining about a feature that half of them haven't even touched yet and the other half will likely never be exposed to. It's the same with the people who decry space legs as a concept alone despite the fact that everything Frontier has added to this game is literally optional and not required to continue enjoying the game as it played on launch day. Scared of their own shadow, they take a potential feature list and let their imaginations run wild with every foul scenario possible in order to put together some smidge of asinine reasoning as to why extra pips are bad, or multi-crew is bad, or how it's going to break the game for so-and-so/type of player.

My 5 year old has better logic in her arguments.
 
Coming from you? Hah.

If it were a discussion taking place I wouldn't have a problem with but, as I see it, it's nothing but a 16 page diatribe of people whining about a feature that half of them haven't even touched yet and the other half will likely never be exposed to. It's the same with the people who decry space legs as a concept alone despite the fact that everything Frontier has added to this game is literally optional and not required to continue enjoying the game as it played on launch day. Scared of their own shadow, they take a potential feature list and let their imaginations run wild with every foul scenario possible in order to put together some smidge of asinine reasoning as to why extra pips are bad, or multi-crew is bad, or how it's going to break the game for so-and-so/type of player.

My 5 year old has better logic in her arguments.
True. I bet she also uses less strawmen and hyperboles.
 
I don't actually mind if a game universe is unbalanced, it makes it feel real and more immersive in a sense. Some military doctrines are better than others, some equipment is better than others and the same applies to people. If you have two additional crewmen operating systems that you cant normally use because you are on your own then I see the additional pip as simply an in game recognition that each crewman will be able to tweak and tune their workstation/gunnery statuion to get the best out of that equipment to the overall benefit of the ship. The implication being that you'd be able to do the same if you could manage three workstations all at the same time but you cant so clearly you are restricted to what you can do at your workstation (helm) without crew.

The only issue I have with the FTL communications/telepresence debate is that if it is possible to do all of this over any distance then why can't I see exactly what price my cargo will sell for in a neighbouring system one jump away?
 
Well, if having MC gives you more pips they should create ships that can only be manned by a crew, right now they are just overpowering ships with a crew, it's not a bad concept considering large ships are supposed to be far more powerful than smaller ships, Just I think it's badly implemented cause you can actually fly any ship on your own, I think they should make it mandatory for ships supporting a crew to have pips controlled by the gunner or the pilot, not both, it's ok to have more pips on bigger ships but to avoid abuse, all pips should be controlled by only one person, so no extra pips just because someone is sitting in your ship, bigger ships should get more pips regardless of the number of ppl sitting in it, when someone is sitting he gets a share of pips to manage, so if there are 3 seats on the ship and all are occupied every person gets to manage 1/3 of total pips.

PS: these mechanics should work with NPCs as well, if your ship requires 3 crew members, 2 can be NPCs
 
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I think the extra pips are a good and sensible idea - otherwise there is no incentive to multicrew up other than 'just crewing up for a lark' - and that's not enough.

Lastly, who cares about where the extra pips are coming from? It's an arcade shoot-em-up fer goodness sake, not some deep and meaningful simulation!

If it was an arcade shoot em up the game wouldn't have the science, physics, and carefully placed lore behind it that exists in the game now, nor politics or system states. An arcade game is strictly a shoot them up period, it doesnt have any other fancy mechanics like the ones that exist in the game now.

There is simply no way you can look at elite and call it an arcade game. A sandbox yes, but an arcade game is so far off it makes my head spin.
 
I think the lack of compelling reasons to use Multi-crew or additional game play for it is a bigger issue than extra pips. The lack of finish on the idea, if you will. I think all they needed was an Engineering role to have additional power make sense.

By the way Deadspin, we'd have the same amount of complaints about legs if they just threw it in the game without additional game play. We're itching for more game play and depth, full ideas, not more concepts.
 
I think the lack of compelling reasons to use Multi-crew or additional game play for it is a bigger issue than extra pips. The lack of finish on the idea, if you will. I think all they needed was an Engineering role to have additional power make sense.
I like ball-turret modules. Similar to SLFs, weapons beyond the standard hardpoints. But they didn't do that.

In any case MC doesn't need to be and shouldn't be thought of as needing to be popular, to have a point. If you want to do it, you can, which is fine.

Oh, and on topic, sometimes I have a hard time deciding whether extra pips or third-person gunnery or telepresence was the ____iest idea. It's telepresence though, in the end.
 
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everything Frontier has added to this game is literally optional and not required to continue enjoying the game as it played on launch day.

Well, on launch day I could go toe to toe with other CMDRs in a Viper Mk III and not have had to have rolled up twenty G5 mods for the ship I was in to be on vaguely even footing.

hyperboles.

I like to pronounce it hyperbowl, especially if I'm on live TV.

I've never been on live TV.
 
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