Party members can access our ships without us unlocking them, and they can manage power, shields and heat on our ship's MFDs from the co-pilot seat, but what's keeping them from being able to call in a landing pad or set jump points? It seems like the co-pilot gameplay is halfway there. What's stopping us here?
TL;DRCaptain-granted roles, per-person ship access and keypad codes for multi-crew are planned on the backlog for later this year and will appear on the roadmap, but the current setup is basic.
Well, so on the multi-crew side, we have a whole bunch of functionality that is on our backlog and that we will be implementing later on this year. That involves the ability like, okay, I'm the captain of the ship. I'm going to give you rights to be the comms officer. And I'm going to give JJ rights to be the weapons officer. And I'll give you access to this part of the ship, but not this other part of the ship. So there's a whole area where the captain can grant access and control to various people, and it would encompass pretty much all the functionality. The problem right now is that we've just got a very basic setup. I think we sort of said, well, we lock the ship unless you're a part of the group, right? But as a captain, I could have an option and say, I'm only giving access to you, not a group. Or I can say this whole group. Or we could even have things where the captain could say, oh, the code to enter the ship on the little keypad is one, two, three, four. And then as everyone knows it's one, two, three, four, they can key it in and enter. So that functionality is planned. It's on our backlog. It just comes in with our multi-crew stuff, which will be showing up on the roadmap that we'll be sharing going forward.