Hello Commanders!
Now that the dust is settling on the interim update, I wanted to give
you a more detailed heads up on what we’re currently working on next.
The first feature I want to discuss for 2.3 is Multicrew – the ability
to join up with Commanders on the same ship and enjoy space adventures
as a crew. In this post, I’ll summarise what you can expect from this
exciting new update, in terms of structure and supporting features.
Please note that before now and release, some details may still change,
as we’re currently in the thick of implementing this feature!
Setting up Multicrew
Fundamentally, Multicrew is about having fun with friends, so we want to
make sure there are as few barriers to enjoying this feature as
possible, starting with the crew formation process. We want to make it
as easy as possible to start having fun on a multicrew ship.
As long as their ship has enough seats (different ships have different
multicrew capabilities) a Commander can directly invite players, or can
set their vessel to allow multicrew access. Commanders looking to play
as crew can either accept direct invites, or activate a new “looking for
ship” feature, which will automatically place them as crew on a
suitable vessel with multicrew access allowed, making the process quick
and painless.
When joining a crew, a Commander will log out of their current vessel
and transfer to the multicrew vessel, regardless of distance. They can
also leave at any time (or be evicted by the ship’s owner) at which
point they can return to where their ship was last, making the whole
affair a very friendly, drop in – drop out procedure.
Helm, Gunner and Fighter Con Roles
The ship’s owner always takes the role of
helm, piloting the
vessel and operating fixed and gimballed weaponry. They also control NPC
fighter pilots. There can be up to two additional crewmembers,
depending on the vessel, who can perform roles to enhance the ability of
the ship. Players can also simply come along for the ride, with the
pilot in a mentoring role. The helm also retains control over
distribution of power, navigation, and synthesis.
The gunner role allows a crewmember to take control of all
turreted weapons on the ship. They do not need to jump between turret
views though. Using a third person interface, they control a reticule
that all turrets within their arc will automatically follow; giving them
improved spatial awareness and easy control of all turreted weapons.
They also have access to two “quick slot” fire buttons, in addition to
normal fire groups, that they can customize with modules, allowing them
more options for activating weapons and scanners.
Furthermore, the gunner has access to advanced sensor systems, allowing
them three hundred and sixty degree tracking arcs. This lets them
activate advanced scanners (such as the kill warrant scanner) and
missile launchers in any direction.
The fighter con role lets a crewmember launch and control a
fighter, even if the helm has already launched a fighter using NPC crew.
This allows multicrew ships to have two fighters active at a time. In
addition, if the ship has enough fighters, both crewmembers can take on
the fighter con role, meaning three human controlled ships can be flying
at the same time.
Crewmembers can switch roles dynamically as they see fit. The ship owner is always the helmsman.
Additional Multicrew Benefits and Rules
Every crewmember also has access to a power distributor pip that they
can assign dynamically. This is in addition to the standard pips that
the helm controls. This extra power distribution allows the ship to
operate more effectively, increasing its capabilities in combat.
Ship re-buy premiums are also reduced for each crewmember. Again, the
purpose with this is to lower the bar to access and ease of use,
especially when dealing with vessels that can cost a lot of credits.
All bounties and vouchers that the helmsman (ship owner) receives are
duplicated for each crewmember, making multicrew a great way to have fun
with friends without missing out on money-making opportunities.
However, as they share the benefits, so too do they share the
punishments. Any crime that the ship suffers is applied to all
crewmembers equally. But when a Commander leaves or ends a session, the
crew will have the option of avoiding taking the crimes with them, but
in doing so, will lose all credits earned. It will be their choice.
Commander Creator
And supporting multicrew in 2.3 is the Commander Creator. Commanders
will be able to create a unique avatar using a wide variety of options,
finally putting a face and character to their name. And with a new,
fully-fledged camera system, they’ll be able to view themselves and
their crew in real time as they adventure across the galaxy.
https://forums.frontier.co.uk/showthread.php/326211-2-3-Dev-Update
Comments
The game purported to be about earning rewards, not being handed them, about feeling like a living place, not a desktop app.
Then arena and now this.
Sure warping instantly to your friends is great, its the very definition of a quality of life improvement.
But, like instanced content or LFG with teleportation, it destroys most sense of actually existing in the world.
I understand a balance can be struck, but this is well beyond what most Elite fans will accept, i suspect. You'll attract a different crowd after different things, who will quickly leave you with plenty of money but no population.
We've seen this repeatedly in the MMO scene, and even before, with sequels. There are literally dozens of excellent fast action arena fighters. Do something different.