NPC Crew Members for hire Please

Greetings fellow cmdrs, my question to Frontier Development is will we ever be able to hire NPC Crew members for our ship?

I think I'm not the only commander that would like to see his ships bridge or cockpit filled with a human body instead of an empty chair.

The current multi-crew is honestly quite lacking.

I think you could hire crew members in the old Elite.

Thank you and I hope hope to hear some news about this from the developers.
 
Honestly, how the hell do we, by ourselves, keep a giant ship like an Anaconda or Beluga running smoothly? How can there be a single person on the entire ship? These ships are huge. The Beluga is roughly the size of a modern cruise ship.

How is there no crew?

I mean I know these are not Star Trek ships with crews of hundreds but the larger ships in this game are too large for a single person.
 
...and you can't actually see the SLF pilot crewmember, since they're sitting down in the crew quarters or the fighter bay control room, where there's no cameras.

NPC Crew has been a much-anticipated feature. Many players were disappointed when Multicrew was announced to be other players only.
 
Honestly, how the hell do we, by ourselves, keep a giant ship like an Anaconda or Beluga running smoothly? How can there be a single person on the entire ship? These ships are huge. The Beluga is roughly the size of a modern cruise ship.

How is there no crew?

I mean I know these are not Star Trek ships with crews of hundreds but the larger ships in this game are too large for a single person.
There was lore that claimed the Anaconda had a crew of 40 or so. I'd be fine with them not being part of a micromanaged game mechanic, but I'd like to admit that they're on board somehow. I think that crew pay could be automatically assumed to be deducted from mission pay. In the shipyard, we could have a new stat for crew compensation. It wouldn't be as high as SLF crew, because they are the stars of the show and of course earn more, but perhaps a large ship might give up 7% for crew expense, and a small ship with one crew 0%. It would be incentive to use smaller ships, which I'm sure FD could get behind.
 
There was lore that claimed the Anaconda had a crew of 40 or so. I'd be fine with them not being part of a micromanaged game mechanic, but I'd like to admit that they're on board somehow. I think that crew pay could be automatically assumed to be deducted from mission pay. In the shipyard, we could have a new stat for crew compensation. It wouldn't be as high as SLF crew, because they are the stars of the show and of course earn more, but perhaps a large ship might give up 7% for crew expense, and a small ship with one crew 0%. It would be incentive to use smaller ships, which I'm sure FD could get behind.
Yes, ships should have crew maintenance monthly fees based on size. Good idea.
 
NPC Crew are locked in a cage, with airholes and that have rings of explosive bolts around them to ensure it's ejected into space at the slightest hint the ship might explode.

Why on earth would you want to see them in a nice warm cockpit with company to talk to. That would mean they might be demanding escape pods and food next :)
 
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There was lore that claimed the Anaconda had a crew of 40 or so...
In FE2 and FFE, the Anaconda had a crew of 8. Which meant you needed to hire seven more crewmembers before you were even allowed to take off. Which made upgrading from a small ship to a large ship rather tedious, as you had to wait for the bulletin board to spit out enough "job wanted" adds for you to fill your crew roster. Back then, bulletin boards refreshed once a day, and were seeded to the game-time clock so no matter how many times you logged off and on again, you could never force a board refresh.

The Panther Clipper was the biggest ship in the game, with a crew requirement of 15. I seem to remember buying one once, but never getting off the launchpad as I would've had to wait several in-game years for enough crew to arrive.

I don't think anybody wants to see a reintroduction of that particularly tedious mechanism.
 
Actual NPC Crews (for all I care minus Bonus Pips) with individual Skill Stats one can train would be the most logical thing for MultiCrew. Always was.

But since basic old idea already exceeded the minimal-implementation standards we've seen in the past, it didn't come.

Just imagine this :
- your Crew NPCs taking up all free seats
- each has individual default Skills at the time of hiring
- you can build all those skills, resulting in increasingly efficient NPCs at their respective Tasks

Mining :
- NPC Crew can man the SLF or Turrets
- but can also Prospect Asteroids in range and report whatever you've told them to find if they get it
- also can strip-mine a selected Asteroid with Mining Turrets, you just fly the Ship into a suitable position

Trading :
- NPC Crew can man the SLF or Turrets
- but can also perform basic Tasks like fly the Ship on a Shipping lane (just a tad slower than a Player could do it, like a basic Autopilot)
- can also take over your Docking if you order them to (efficiency and speed of Docking increases with Crew Skill)
- they can keep track of Pricing of Commodities, giving you access to basic Trade Info collected over time

Bounty Hunting :
- NPC Crew can man the SLF or Turrets
- but can also fly the Mothership, properly KWS Targets and engage at various offensive/defensive levels - while you enjoy the SLF or Turrets instead

Conflict Zones :
- NPC Crew can man the SLF or Turrets
- but an assigned Crew can also initiate AFMU Repairs, should any Component you highlighted drops below the limit you choose
- and can also initiate egress of your Mothership while you're still in the SLF if the Mothership's hull drops below a limit you choose

Exploration :
- NPC Crew can man the SLF or Turrets
- but can also perform additional Tasks in both SLF or SRV (i.e. report and investigate POIs, assist in detecting specific POIs/Objects - or simply provide top cover while you're in the SLF or SRV)
- based on skill, can assess Stellar Objects (hey Crew, you think this Planet is a Terraforming Candidate?)
- advanced Route Plotting Options, Crew is able to combine several Galaxy Map Filters and plot several alternative Routes you can assess & pick from
- Crew can filter through existing Data and answer Questions like "Crew, distance to the nearest known Metal-Rich Planet?" , "Crew, locate the nearest White Dwarf and set course")

Salvage :
- NPC Crew can man the SLF or Turrets
- but can also speak up and auto-scan when i.e. a specific USS type appears ("Crew, look out for High Grade USS and speak up if you see any")

---------------
Bottom line :
- NPC Crews never sleep
- NPC Crews are always available when the Player needs them
- NPC Crews don't ever suffer from Instancing Problems or any other Network-related issues
- NPC Crews are being paid all the time anyway... so why the heck not put them to good use?
- Skill-Tree of NPC Crew Members would allow to build them up over time, making them experts in their field eventually (new Gameplay element)
(arguably, the "Iron Man" mode of current NPC Crews would have to go, i.e. by carrying a "Crew Escape Pods" Internal)
- would allow Players to fully get accustomed to Crew Member duties & Controls setup before hopping into another Player Ship
- oh, would also provide an incentive to "dress them up" with Store items, providing additional income for Frontier
 
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Bottom line :
- NPC Crews never sleep
- NPC Crews are always available when the Player needs them
- NPC Crews don't ever suffer from Instancing Problems or any other Network-related issues
- NPC Crews are being paid all the time anyway... so why the heck not put them to good use?
- Skill-Tree of NPC Crew Members would allow to build them up over time, making them experts in their field eventually (new Gameplay element)
(arguably, the "Iron Man" mode of current NPC Crews would have to go, i.e. by carrying a "Crew Escape Pods" Internal)
- would allow Players to fully get accustomed to Crew Member duties & Controls setup before hopping into another Player Ship
- oh, would also provide an incentive to "dress them up" with Store items, providing additional income for Frontier
Great ideas. Though I'd be ecstatic just to see (1) NPC appears in multi-crew seats when not deployed in the fighter, (2) NPC has access to the amazing 100% success rate, insta-teleport escape capsules that their CMDR's do and perhaps (3) NPC adds some background chatter.
 

sollisb

Banned
There was lore that claimed the Anaconda had a crew of 40 or so. I'd be fine with them not being part of a micromanaged game mechanic, but I'd like to admit that they're on board somehow. I think that crew pay could be automatically assumed to be deducted from mission pay. In the shipyard, we could have a new stat for crew compensation. It wouldn't be as high as SLF crew, because they are the stars of the show and of course earn more, but perhaps a large ship might give up 7% for crew expense, and a small ship with one crew 0%. It would be incentive to use smaller ships, which I'm sure FD could get behind.
The missions already take into account expertise and crew. No need to add it twice. If you have a ship to do the mission, it's already crewed.

Adding anything else will just deduct from the mission payouts. And while that's do-able, you're then gettign into a whole world of code pain. You then have to base the payout on the ship, it's size, required crew. What if the player accepts the mission in an eagle? Completes it in an Anaconda, but claims it in a SideWinder.

We don't need all that angst, nor reduction of mission payouts.
 
To cmdrs Falconfly, your post is exactly what I have been wanting in Elite Dangerous since it came out. You hit the nail on the head. This game would be beyond epic if the idea of complex full NPC Crew was implemented.

One could only imagine lol.
 
Greetings fellow cmdrs, my question to Frontier Development is will we ever be able to hire NPC Crew members for our ship?

I think I'm not the only commander that would like to see his ships bridge or cockpit filled with a human body instead of an empty chair.

The current multi-crew is honestly quite lacking.

I think you could hire crew members in the old Elite.

Thank you and I hope hope to hear some news about this from the developers.
This is where my 2nd account has found a use, even if only for RP purposes, the extra seat is now occupied, I'm certainly with you, I don't see why they cannot put the current hired crew in the gunnery seat while they're not out in the SLF, please make it so FDev.
 
I would be fine with having additional crew or additional uses for existing crew member, but only so long as it wouldn't mean that most activities / tasks would or could be automated to the extent that one could essentially just watch the game. I like the suggestions for crew being able to perform things like manage repairs, manage turrets, and discovery scanners.

Rather than starting by focusing on specific tasks, it makes sense to me to start with identifying the roles. We have a pilot crew slot already, and I think it would be neat to have a Ship's Gunner, Engineer, and Specialist. Gunner would handle turrets, which would include point defense and ECM, as well as optional order to synth ammo, and possibly limpets Engineer would handle shield cell banks, AFMU, and heat sinks (option to fire if needed). Specialist would handle scanners, route planning (somehow), docking computer and other scientiffic tasks to be added.

If this were implemented, I would limit the roles available by ship size/configuration, and may not ever allow for all four roles to be filled on the same ship (4th is current SLF pilot). At most, you could have any two active at once. This would make a lot of sense and introduce some level of planning and balance needed to prevent bigs ships from being too over powered and effectively automated.
 
Greetings fellow cmdrs, my question to Frontier Development is will we ever be able to hire NPC Crew members for our ship?

I think I'm not the only commander that would like to see his ships bridge or cockpit filled with a human body instead of an empty chair.

The current multi-crew is honestly quite lacking.

I think you could hire crew members in the old Elite.

Thank you and I hope hope to hear some news about this from the developers.
For gameplay reasons it would be great to have extra crew, in reality you wouldn't even need crew (including a cmdr) Heck, we are at the point of phasing out crew for Supertankers and Cargo aircraft. Hal9000 is well and truly taking over.

A.S.T.R.A is pretty much the only crew member I need at the moment
 
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Actual NPC Crews (for all I care minus Bonus Pips) with individual Skill Stats one can train would be the most logical thing for MultiCrew. Always was.

But since basic old idea already exceeded the minimal-implementation standards we've seen in the past, it didn't come.

Just imagine this :
- your Crew NPCs taking up all free seats
- each has individual default Skills at the time of hiring
- you can build all those skills, resulting in increasingly efficient NPCs at their respective Tasks

Mining :
- NPC Crew can man the SLF or Turrets
- but can also Prospect Asteroids in range and report whatever you've told them to find if they get it
- also can strip-mine a selected Asteroid with Mining Turrets, you just fly the Ship into a suitable position

Trading :
- NPC Crew can man the SLF or Turrets
- but can also perform basic Tasks like fly the Ship on a Shipping lane (just a tad slower than a Player could do it, like a basic Autopilot)
- can also take over your Docking if you order them to (efficiency and speed of Docking increases with Crew Skill)
- they can keep track of Pricing of Commodities, giving you access to basic Trade Info collected over time

Bounty Hunting :
- NPC Crew can man the SLF or Turrets
- but can also fly the Mothership, properly KWS Targets and engage at various offensive/defensive levels - while you enjoy the SLF or Turrets instead

Conflict Zones :
- NPC Crew can man the SLF or Turrets
- but an assigned Crew can also initiate AFMU Repairs, should any Component you highlighted drops below the limit you choose
- and can also initiate egress of your Mothership while you're still in the SLF if the Mothership's hull drops below a limit you choose

Exploration :
- NPC Crew can man the SLF or Turrets
- but can also perform additional Tasks in both SLF or SRV (i.e. report and investigate POIs, assist in detecting specific POIs/Objects - or simply provide top cover while you're in the SLF or SRV)
- based on skill, can assess Stellar Objects (hey Crew, you think this Planet is a Terraforming Candidate?)
- advanced Route Plotting Options, Crew is able to combine several Galaxy Map Filters and plot several alternative Routes you can assess & pick from
- Crew can filter through existing Data and answer Questions like "Crew, distance to the nearest known Metal-Rich Planet?" , "Crew, locate the nearest White Dwarf and set course")

Salvage :
- NPC Crew can man the SLF or Turrets
- but can also speak up and auto-scan when i.e. a specific USS type appears ("Crew, look out for High Grade USS and speak up if you see any")

---------------
Bottom line :
- NPC Crews never sleep
- NPC Crews are always available when the Player needs them
- NPC Crews don't ever suffer from Instancing Problems or any other Network-related issues
- NPC Crews are being paid all the time anyway... so why the heck not put them to good use?
- Skill-Tree of NPC Crew Members would allow to build them up over time, making them experts in their field eventually (new Gameplay element)
(arguably, the "Iron Man" mode of current NPC Crews would have to go, i.e. by carrying a "Crew Escape Pods" Internal)
- would allow Players to fully get accustomed to Crew Member duties & Controls setup before hopping into another Player Ship
- oh, would also provide an incentive to "dress them up" with Store items, providing additional income for Frontier
Ever play a game called PSI 5 Trading company?

You started the game by hiring your crew which you did by looking through resumes. Then you'd sort priorities for their job while on the trip. IF a crew member died, you had to take over their task. They'd wig out if things got too hectic and they couldn't handle stress.
 
I've made post about this in the past, a 'conda needs something like 200 people to fly it.
Would make your ships feel more like real ships I think, they could even slightly boost your shields or engine speed or something (for example a 'conder can't take off without 50 crew members and with +150 you get a small bonus to some systems).

Crew could even die when you take damage and reduce your bonuses.
 
Ever play a game called PSI 5 Trading company?

You started the game by hiring your crew which you did by looking through resumes. Then you'd sort priorities for their job while on the trip. IF a crew member died, you had to take over their task. They'd wig out if things got too hectic and they couldn't handle stress.
It gets worse than than other games having crew, OLD versions of Elite used to have crew! Kinda not really an excuse for ED to not.
 
Exploration :
- NPC Crew can man the SLF or Turrets
- but can also perform additional Tasks in both SLF or SRV (i.e. report and investigate POIs, assist in detecting specific POIs/Objects - or simply provide top cover while you're in the SLF or SRV)
- based on skill, can assess Stellar Objects (hey Crew, you think this Planet is a Terraforming Candidate?)
- advanced Route Plotting Options, Crew is able to combine several Galaxy Map Filters and plot several alternative Routes you can assess & pick from
- Crew can filter through existing Data and answer Questions like "Crew, distance to the nearest known Metal-Rich Planet?" , "Crew, locate the nearest White Dwarf and set course")
I just want a buddy when in the eerie silence of deep space... :<

But this sounds awesome, wanting some "life" on my ship would just make me happy already, if they had a purpose above that it would make me absolutely amazed.
 
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