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What thought is being put towards the multi-crew experience in terms of vehicle designs, to encourage multi-crew play beyond just being glorified murder buses?

TL;DRThey are exploring an MFD rework with station-specific MFDs or a permission system, plus damageable and repairable ship items to give engineers something to do, because currently a pilot seat takes control from other seats.

David ColsonVehicle Experience Programmer

There's a few parts to this. And one of them that we're focusing on more at the moment is the MFD screens, because the MFD screens are obviously a big part of how you interact with ships. And so we're working on an MFD rework that will come in the future, and part of that discussion is obviously how MFDs are going to work with multi-crew and what that system is for doing it. So we're still working through this, but obviously we are exploring the options of having unique MFDs for certain stations in ships, or having maybe some kind of permission system where you can allow certain players in certain seats to control certain things about the ship. Because right now, in a lot of ships, when you sit down in the pilot seat, it takes MFD control away from the other seats. And so there isn't really any adequate multi-crew gameplay there. So that's the first part. And then I think, John, the other part of multi-crew is more physical things that you can do in the ship and interact with.

John CreweVehicle Director

Going back to the eloquently put murder bus, it's not that we don't like murder buses.

Jared HuckabyHost, Community

We'll continue to have murder buses. It's just we want more.

John CreweVehicle Director

A lot of the multi-crew stuff at the moment is purely because turrets are the best way of getting people in a ship and doing something. The Mole expanded on that nicely, so it's less lethal. We've seen people having huge amounts of fun together in a group, communicating and working together to get the best they can out of that ship. Outside of the UI, it's making sure the ships have reasons to work together. A big thing we're missing is having the items inside the ships and having them be damageable and repairable. As soon as you have that in, there's your engineer role out of the box. That gives someone something to do. The UI side helps pilots and co-pilots work together, helps a captain control his crew, hopefully, navigators setting stuff. All of that requires the UI to work together. Because at the moment, like you say, when you sit in a seat, you grab control. It's very binary. The person that was in the other seat doesn't know that they've lost control. So they're trying to press the buttons, nothing happens, because the guy over here now can do that. And they don't see what each other are doing, so that's a big failure.

Jared HuckabyHost, Community

It can often look like a bug, actually. I was using this panel two minutes ago, and I come back to this panel and I can't use it. It's because somebody else is sat in some other chair.

John CreweVehicle Director

Especially if you're sat somewhere away from the bridge, like on an engineer station, you're just happily moving power around, you're seeing stuff happen, and then someone just gets in the pilot seat. They take control. You're doing this; it doesn't do anything anymore.

Star Citizen Live›Building a Vehicle Experience·
Published on this date.17 Jan 2020
EpisodeMulticrewUI & HUD