problems of the 2.3 reveal thus far, and (highly unlikely dreamy) potential fixes
So before all the problem listed, I am generally very positive and can't wait to get my hand on 2.3. However its also true that I am troubled to understand some of the limitations implemented, as well as hoping that it helpse to making things clear on what cannot be done on the coming 2.3 build.
-)Host is fixed to the helm slot. NOT able to fly Fighter yourself or launch SRV once there is any crew member onboard.
potential explanation could be if the host flying fighter the ship will then be controlled by NPC, that could be a problem for gunner? Or the host could make NPC hold position ruining the gunner fun, if the ship got no second SLF bay?
No SRV because ship will "disappeared" into the orbit is the obvious reason I guess.
a fix would be to allow a member to helm. If it's network problem then....well they do crashed in livestream so no comment. But if it's about the ship getting destroy, just make sure the person who take the helm could afford the discounted rebuy, and offer the host not to lose any of the data and stuff on board?
-)Finding / hiring crew member can only choose a preset of activities
the immediate problem for me is that you cannot be more specific, say one scenario, host would expect all crew members with mic while I would like to play mic free at night with someone sleeping nearby.
don't think there can be a fix on top of adding more sub-preset if enough people request it. Unless there can be a social area/chat room that David already rejected early on.
-)Mission reward is not shared to any of the crew members.
I cannot understand and find any reason myself why FDev is extremely hesitate to implement co-op mechanism. This killed one of the major activites I would like to do with my friends.
-)Reputation and rank are not shared to any of the crew members.
similar but different to mission reward. If such reputation and rank is not shared, then why would bounty or criminal activity punishment however, is shared? and again this really water down the commander co-piloting into a simple arcade style cash grab.
-)fighter role is the least interesting as it's just a direct replicate of what can already be done by NPC.
compare to the gunner, fighter role is greatly underminded. It made no different than to adding a second NPC.
If it took the same extend of though of what gunner can do, fighter controller role should be a pilot + something like airport tower controller. It could get into a full RADAR mode with high spacial awareness, possibily guiding the helm by giving him the best vector to go, say in RES with no ship nearby, this role in RADAR mode could detect weapon firing beyond 7km/helm sensor limit, and be the one assiging the specific target to each role for best effectiveness.
just some wild imagination for this but just flying fighter in this role is much less than expected for a multi crew for me.
-)Gunner role could take more responsibility.
say missile defense, if gunner could get missile in reticule, it boose the chance of missile defense hitting target.
or there could be a new type of shield generator, where the gunner facing direction of a certain arc angle got a 150% boost of shield power, while the rest got down to 70%.
-)all is geared toward bounty hunting and perhaps sightseeing.
say, if I do mining and gunner can use a turreted mining laser, and even better fighter controller can fly a MINE COLLECTOR, how to share profit?
If it's like wingman profit share it's far too low compare to the bounty 100% replication. And if it need to dock to station and actually sell it, it lose the original purpose or dropin/dropout. Also some hosts, while rare probably, would kick players out right before selling/gaining for their own fun of it.
anyway just a post as a result of human wants are unlimited :)
FDev certainly did some great job here already and kudos to that.
Posted Feb 17, 2017, 2:56 AM UTC · edited