Is non capital multicrew worth a dime in battle?

BUTUZ

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BUTUZ
So this is applicable to most ships under $300.

In my freelancer, do I get a mate in my turret, and a mate on my shields/engines, three of us in one ship that can easily be blown up, or do I just get my two mates in superhornets, quadruple my firepower, open up many more tactical options, and generally make everything that moves explode?
 

Duckforceone

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until shields, armor, damage resistance, and more damage states get's fine tuned, i'd say it's worth bringing more ships..

but once it is all balanced, their goal is that your crew makes a big difference.
 

TexasSkulls

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So this is applicable to most ships under $300.

In my freelancer, do I get a mate in my turret, and a mate on my shields/engines, three of us in one ship that can easily be blown up, or do I just get my two mates in superhornets, quadruple my firepower, open up many more tactical options, and generally make everything that moves explode?
Well it's becoming all the more apparent that NPCs will have a dramatic effect on gameplay, allowing you to just hire one or two to fill those positions AND have your buddies in separate combat ships. I'd find it hard to argue against a Freelancer with an NPC-manned turret and 2 Hornet escorts in terms of firepower, but you would have that choice.
 

Beerjerker

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Just speculating, but I would guess in the future more gameplay mechanics will come to turret work. Right now, it just seems to be: cycle targets to get a pip on the enemy in your field of view, spray and pray, lose sight of him and cycle targets to find the next. The 2 s1s on the Freelancer are pretty disappointing even when you do land hits.
Currently, bringing more fighters will be best. But when there are more missions and ways to earn money, you'd have more fuel costs eating up your profits when you bring more ships. That will be one reason to put all your eggs (players) in the one basket (ship).
 
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BUTUZ

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HOW VERY DARE you try to derail my line of thought with silly pictures of Biscuits and Chocolate and mmmmm Soufle and and Cheese and Cakes and ooooooooooohhhhh CheeseCakes and ..............





....................sorry what?
 

Shadow Reaper

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Personally, I would not want to take a Lancer to a battle except for a very specific reason. If your comrades call for missile support, functioning like artillery; and you can stay back out of the battle and rain death on opponents or merely keep them/busy evading while the fighters move past, that would be great. The Lancer is not a warship though and it should be easy for any skilled fighter pilot to fly into its blind spots and kill it. Yeah, three Hornets will do more damage and be much more survivable. That is true of almost any fighter since they're so hard to hit.
 
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Han Burgundy

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I have found that turrets on larger, slower ships such as the StarFarer can be effective if the pilot is mindful of what his gunners can see. If you just loop-the-loop and fly like you would a fighter, your turrets aint hitting shit. But if you fly steady and heed the instructions of your gunners (Nose up, nose down, ect) you can REALLY put on the hurt or hold the baddies at bay (depending on your goal of the moment)
 

CosmicTrader

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So this is applicable to most ships under $300.

In my freelancer, do I get a mate in my turret, and a mate on my shields/engines, three of us in one ship that can easily be blown up, or do I just get my two mates in superhornets, quadruple my firepower, open up many more tactical options, and generally make everything that moves explode?
I do this all the time in a Freelancer with 1 or 2 buddies. Very effective.
 
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Thugari

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Are shields, Engines in yet where a crew can control them? If so then it's actually a good time to practice with a drew before we have to pay for repairs and replacement ships in game. Then, as these positions get fine toned your crew knows more about what's going on and how to extend the life of your ship.
 
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Myre

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Feb 12, 2015
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Depends what you want to do in the 'verse buddy, The Freelancer packs a punch but it's not a fighter; it's hauling/transit/exploration.

Would you rather roll out with friends in fighters that have next to 0 carrying space and dominate short distance fights or do you need the carrying capacity to haul your cargo in which case you'd need that Freelancer; if you're not comfortable with its firepower then how about have one of your friends fly escort alongside it? You would be better protected but it would be less economical than just flying one ship.
 

Beerjerker

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I have found that turrets on larger, slower ships such as the StarFarer can be effective if the pilot is mindful of what his gunners can see. If you just loop-the-loop and fly like you would a fighter, your turrets aint hitting shit. But if you fly steady and heed the instructions of your gunners (Nose up, nose down, ect) you can REALLY put on the hurt or hold the baddies at bay (depending on your goal of the moment)
Really does depend on in-ship communications being on point. It will be interesting to see how some of the particularly turret-dependent ships (looking at you, Retaliator) get functional. Some HUD element for the pilot to know which way the turrets are facing and which ones are getting hits would probably be helpful.
 
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