Will there be eventual uses for multiple Hired crew at the same time?

This process has boggled me for a while .....and yes ...before I go on...I recognize it's probably unwise to have 3 hired crew at this point in the game....

I still need to ask however, why has ther been a system in place for a LONG time now where we can have 3 crew hired at the same time, yet only 1 benefits us? EACH crew member takes a cut from our profits but only *1* crew member can be active at a time? This baffles me.

Will there be a system in place coming where we can finally put the other two crew members to work? Make them actually earn their keep?

And if this isn't coming soon...why have we had a system in place where we are paying *inactive crew members* ? Shouldn't only the active ones get payed for their efforts?

And why is their profits being tracked next to their information in the crew lounge? Will that also come into play at some point?

I've had all my hired crew to elite status since we've been able to hire AI crewed pilots... it's been a while lol.....each takes 10 percent from any of my shares respectively.

I suppose I've left all three hired up to this point because I've been holding out hope that an update soon will finally help many of these questions be answered....and that I haven't put the effort to get all three of these guys to elite for so long, for nothing.

So that begs my original question....why is there even an ability to hire up to three pilots when we can't even use them? And until we can...can we put a system in place where ONLY active crew members get paid?


Thanks!
 
There is a reason there is a coffee machine and plate of biscuits in the Krait Mk II. Future content, I say.
New paid content. Pack of space hobnobs is 500 credits too.

I have never hired more than one crew member simply because there is no way to use them all at at same time.
It may have been the intention to be able to use them all, but was it one of those features they just couldn't get to work properly, and then it was forgotten?
 
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Aren't the three slots simply to allow you to train a spare in case you lose one of your existing ones (which is really only beneficial if you want to get them to high levels, as having more than one negates the cost saving from training them up)? This obviously serves no purpose if you just hire/fire your SLF pilots.
 
I've been foolish enough to train up 3 NPC crew...

Not entirely sure why, I just like swapping between them for a change of voice.

I do believe inactive crew should cost far less, no more than 5% income at Elite, if that.
 
Did they? In the sense of the player winging up with NPCs? I think I missed that..
As a PvE player with crummy combat skills having some NPC back up would be most welcome :)

Yes they did. They said they want to work on NPC communication first though. Seems like they took the first step with 3.3.
 
3 trained up Elite crewmembers only take 30% of income. And you can with a bit of patience get a bevvy of beautiful babes in your ship. Of course, it only helps if you have an active imagination :D
 
I've been foolish enough to train up 3 NPC crew...

Not entirely sure why, I just like swapping between them for a change of voice.

I do believe inactive crew should cost far less, no more than 5% income at Elite, if that.

Oddly enough, I was just thinking about this....

Training an SLF jockey is comparable with engineering a module/weapon.
You can remove an engineered module/weapon, put it in storage when you don't want to use it and then get it out of storage again and make use of it when you want.

Seems like the same should hold true for SLF pilots.

Might be nice if the "Pilot's Lounge" worked in the same way to the "Outfitting" page; somewhere you could hire pilots, allocate them a role and store them, and then, if you want to allocate them a role on your ship later on, you'd have to transfer them to your current station beforehand.
 
Crew could do with a QoL update, would be nice to see them doing idle animations on deck, would be nice if they didn't just die if you lose the ship, would be nice if they could help run the ship, would be nice if they didn't cost so much when doing nothing.

But then again there are lots of other things that could be improved ...
 
Interesting Idea Stealthie!

Oddly enough, I was just thinking about this....

Training an SLF jockey is comparable with engineering a module/weapon.
You can remove an engineered module/weapon, put it in storage when you don't want to use it and then get it out of storage again and make use of it when you want.

Seems like the same should hold true for SLF pilots.

Might be nice if the "Pilot's Lounge" worked in the same way to the "Outfitting" page; somewhere you could hire pilots, allocate them a role and store them, and then, if you want to allocate them a role on your ship later on, you'd have to transfer them to your current station beforehand.

I'd Love them to do anything at this point that legitimizes us all paying three pilots at the same time, for those who have done so lol. Love this Idea though.

Being able to "store your pilots" would be a nice step up until we can utilize more pilots at a time. being able to store my pilots, especially when I'm running cargo and have no use for them because I don't-have a fighter bay would be fantastic.
 
My thoughts Exactly Factabulous!

Crew could do with a QoL update, would be nice to see them doing idle animations on deck, would be nice if they didn't just die if you lose the ship, would be nice if they could help run the ship, would be nice if they didn't cost so much when doing nothing.

But then again there are lots of other things that could be improved ...

These are the things floating around in my head lol.....this has been a big thorn in my side for a while now...

Agreed, there's also lots of other things that can be improved....

We're always driving around in empty cockpits unless one of our friends loads into mutli crew with us. I'd love the NPC crew to be able to walk around while we fly, tinkering with systems in the cockpit, AUGMENTING functions of the ship while we're out in the void. Again this would legitimize us having the ability to hire, RANK UP, pay and keep on 3 npc pilots at a time. Have one crew member as a fighter pilot and perhaps have the other two as ship engineers, augmenting pips in your chosen functions (weapons, Systems, or Engines). And perhaps incentives for ranking the pilots up could mean how efficient they are at their assigned job. it might take some balancing, but I think this would be awesome concept.

Yes Dirtbird and Jenner, I'd love a reason to crack open that coffee maker and eat those cookies in the back of my Krait as well! keep that Beyond Starbucks going lol

And yes, I hope this hasn't become a forgotten concept Mr Cynical, that would be unfortunate.

Hopefully these issues are addressed in the next update and or this coming new year's set of updates.
 
The whole thing feels like a bigger plan only partially implemented.

The obvious culprit is balance. So either rebalance it or remove the extra blood-sucking-leech slots.
 
Right now a good solution for RP is having one elite and the other two being rookies, thus only costing 2% each. I got an elite pilot, and a rookie mechanic and medical officer that never get to fly an slf. They usually have more money than I do!
 
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