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{{RoleInfobox
{{UpdateMe|11 April, 2017}}
 
  +
| image = Corvette-Multicrew.jpg
  +
| risk = Low
  +
| reward = Medium
  +
| timeinvestment = Medium
  +
| suggestedships = Any ship with 2 or more pilot seats
  +
| suggestedupgrades = [[Fighter Hangar]]; Turreted Weapons
  +
}}
  +
'''Multicrew''' is a feature in ''[[Elite Dangerous]]'' that allows players to serve as crew members on each others' [[ships]], instantly transferring them to a secondary bridge position via drop-in, drop-out matchmaking. It is accessible via an option under the Social tab in the [[Communications|Comms panel]] of the [[HUD]], and automatically activates voice-chat when in use.
   
 
Only ships with 2 or 3 pilot seats are Multicrew-compatible. Players can control either the Helm (Piloting), Gunner (turreted weapons), or Fighter con (two ship launched fighters). NPC Fighter [[Pilot]]s can be hired to perform roles that enhance a ship's ability.
[[File:Corvette-Multicrew.jpg|thumb|300px|Multicrew in a Corvette]]
 
   
'''Multicrew''' is a feature introduced in the [[Elite Dangerous: Horizons#The Commanders - v2.3|Elite Dangerous: Horizons The Commanders v2.3]] update<sup><ref>https://forums.frontier.co.uk/showthread.php/341916-2-3-The-Commanders-Changelog</ref></sup>. Players can serve as crew members on each others' ships, instantly transferring to a secondary bridge position via drop-in, drop-out matchmaking, accessible via an option on the [[Communications|Comms panel]]. Multicrew automatically activates voice-chat when in use.
+
Multicrew was introduced in the [[Elite Dangerous: Horizons#The Commanders - v2.3|''Elite Dangerous: Horizons'' The Commanders v2.3]] update.<ref>https://forums.frontier.co.uk/showthread.php/341916-2-3-The-Commanders-Changelog</ref>
 
Some ship types can have up to 3 people in Multicrew, while most smaller ships remain single-player only. Players can control either the Helm (Piloting), Gunner (turreted weapons), or Fighter con (two ship launched fighters). NPC Fighter [[Pilot]]s can be hired to perform roles that enhance a ship's ability.
 
   
 
== Fundamentals ==
 
== Fundamentals ==
 
Lead Designer Sandro Sammarco explains: "Fundamentally, Multicrew is about having fun with friends, so we want to make sure there are as few barriers to enjoying this feature as possible, starting with the crew formation process. We want to make it as easy as possible to start having fun on a multicrew ship."<ref>[https://forums.frontier.co.uk/showthread.php/326211-2-3-Dev-Update 2.3 Dev Update]</ref>
   
 
As long as their ship has enough seats (different ships have different multicrew capabilities) a Commander can directly invite players or can set their vessel to allow multicrew access. Commanders looking to play as crew members either accept direct invites or activate a new “looking for ship” feature, which will automatically place them as crew on a suitable vessel with multicrew access allowed, making the process quick and painless.
Lead Designer Sandro Sammarco explains: fundamentally, Multicrew is about having fun with friends, so we want to make sure there are as few barriers to enjoying this feature as possible, starting with the crew formation process. We want to make it as easy as possible to start having fun on a multicrew ship.<sup><ref>[https://forums.frontier.co.uk/showthread.php/326211-2-3-Dev-Update 2.3 Dev Update]
 
</ref></sup>
 
 
As long as their ship has enough seats (different ships have different multicrew capabilities) a Commander can directly invite players, or can set their vessel to allow multicrew access. Commanders looking to play as crew can either accept direct invites, or activate a new “looking for ship” feature, which will automatically place them as crew on a suitable vessel with multicrew access allowed, making the process quick and painless.
 
   
 
When joining a crew, a Commander will exit their current vessel and transfer to the multicrew vessel, regardless of distance. They can also leave at any time (or be evicted by the ship’s owner) at which point they can return to their previous ship and location, making the whole affair a very friendly, drop in – drop out procedure.
 
When joining a crew, a Commander will exit their current vessel and transfer to the multicrew vessel, regardless of distance. They can also leave at any time (or be evicted by the ship’s owner) at which point they can return to their previous ship and location, making the whole affair a very friendly, drop in – drop out procedure.
   
 
== Roles ==
 
== Roles ==
 
[[File:ED-Multicrew-Menu.png|thumb|250px|Multicrew menu]]
The current multicrew roles available are Helm, Gunner and Fighter Con.
 
  +
 
The current multicrew roles available are Helm, Gunner, and Fighter Con.
   
 
=== Helm ===
 
=== Helm ===
The ship’s owner always takes the role of '''helm''', piloting the vessel and operating fixed and gimballed weaponry. They also control NPC Fighter [[Pilot]]s. There can be up to two additional crewmembers, depending on the vessel, who can perform roles to enhance the ability of the ship. Players can also simply come along for the ride, with the pilot in a mentoring role. The helm also retains control over distribution of power, navigation, and synthesis.
+
The ship's owner always takes the role of '''helm''', piloting the vessel and operating fixed and gimballed weaponry. They also control NPC Fighter [[Pilot]]s. There can be up to two additional crewmembers, depending on the vessel, who can perform roles to enhance the ability of the ship. Players can also simply come along for the ride, either for fun or to learn from more experienced players. The helm also retains control over distribution of power, navigation, and synthesis.
   
 
=== Gunner ===
 
=== Gunner ===
The '''gunner''' role allows a crewmember to take control of all turreted weapons on the ship. They do not need to jump between turret views though. Using a third person interface, they control a reticule that all turrets within their arc will automatically follow; giving them improved spatial awareness and easy control of all turreted weapons. They also have access to two “quick slot” fire buttons, in addition to normal fire groups, that they can customize with modules, allowing them more options for activating weapons and scanners.
+
The '''gunner''' role allows a crewmember to take control of all turreted weapons on the ship. They do not need to jump between turret views though. Using a third person interface, they control a reticule that all turrets within their arc will automatically follow; giving them an improved spatial awareness and easy control of all turreted weapons. They also have access to two “quick slot” fire buttons, in addition to normal fire groups, that they can customize with modules, allowing them more options for activating weapons and scanners.
   
 
Furthermore, the gunner has access to advanced sensor systems, allowing them three hundred and sixty degree tracking arcs. This lets them activate advanced scanners (such as the kill warrant scanner) and missile launchers in any direction.
 
Furthermore, the gunner has access to advanced sensor systems, allowing them three hundred and sixty degree tracking arcs. This lets them activate advanced scanners (such as the kill warrant scanner) and missile launchers in any direction.
   
 
=== Fighter Con ===
 
=== Fighter Con ===
The '''fighter con''' role lets a crewmember launch and control a fighter, even if the helm has already launched a fighter using NPC crew. This allows multicrew ships to have two fighters active at a time. In addition, if the ship has enough fighters, both crewmembers can take on the fighter con role, meaning three human controlled ships can be flying at the same time.
+
The '''fighter con''' role lets a crewmember launch and control a fighter, even if the helm has already launched a fighter using the NPC crew. This allows multicrew ships to have two fighters active at a time. In addition, if the ship has enough fighters, both crew members can take on the fighter con role, meaning three human-controlled ships can be flying at the same time.
   
Crewmembers can switch roles dynamically as they see fit. The ship owner is always the helmsman.
+
Crew members can switch roles dynamically as they see fit. The ship owner is always the helmsman.
   
 
=== Additional Multicrew Benefits and Rules ===
 
=== Additional Multicrew Benefits and Rules ===
 
Every crewmember also has access to a power distributor pip that they can assign dynamically. This is in addition to the standard pips that the helm controls. This extra power distribution allows the ship to operate more effectively, increasing its capabilities in combat. 
 
Every crewmember also has access to a power distributor pip that they can assign dynamically. This is in addition to the standard pips that the helm controls. This extra power distribution allows the ship to operate more effectively, increasing its capabilities in combat. 
   
Ship re-buy premiums are also reduced for each crewmember. Again, the purpose with this is to lower the bar to access and ease of use, especially when dealing with vessels that can cost a lot of credits.
+
Ship re-buy premiums are also reduced for each crewmember. Again, the purpose of this is to lower the bar to access and ease of use, especially when dealing with vessels that can cost a lot of credits.
   
 
All bounties and vouchers that the helmsman (ship owner) receives are duplicated for each crewmember, making multicrew a great way to have fun with friends without missing out on money-making opportunities.
 
All bounties and vouchers that the helmsman (ship owner) receives are duplicated for each crewmember, making multicrew a great way to have fun with friends without missing out on money-making opportunities.
   
 
However, as they share the benefits, so too do they share the punishments. Any crime that the ship suffers is applied to all crewmembers equally. But when a Commander leaves or ends a session, the crew will have the option of avoiding taking the crimes with them, but in doing so, will lose all credits earned. It will be their choice.
 
However, as they share the benefits, so too do they share the punishments. Any crime that the ship suffers is applied to all crewmembers equally. But when a Commander leaves or ends a session, the crew will have the option of avoiding taking the crimes with them, but in doing so, will lose all credits earned. It will be their choice.
  +
  +
=== Mapping with Friends ===
  +
In Multi-crew, anyone in the crew will have access to the [[Full System Scanner]] and the [[Detailed Surface Scanner]] (only the gunner is able to use this module). Whilst exploring in a wing, as long as you are in the same system as the wing, you will share the data you have discovered.<ref>[https://forums.frontier.co.uk/showthread.php/451420-Content-Recap-Beyond-Chapter-Four-Livestream-Exploration-and-the-Codex Content Recap: Beyond - Chapter Four Livestream - Exploration and the Codex]
 
</ref>
   
 
== Technology ==
 
== Technology ==
People who join your ship use telepresence and are holograms.<ref>https://forums.frontier.co.uk/showthread.php/329563-Feedback-from-CMDR-creator-tool-(The-i-am-hologram-lore-explanation-and-its-placement-on-UI)?p=5155013&viewfull=1#post5155013</ref> The representation holograms are based on [[Holo-Me]] technology.
+
Pilots use [[telepresence]] to appear in other people's ships as [[Holo-Me]] [[hologram]]s.<ref>https://forums.frontier.co.uk/showthread.php/329563-Feedback-from-CMDR-creator-tool-(The-i-am-hologram-lore-explanation-and-its-placement-on-UI)?p=5155013&viewfull=1#post5155013</ref>
   
 
== Ship Cockpit Seats ==
 
== Ship Cockpit Seats ==
 
These are the available cockpit seats per ship. Multicrew requires ships with 2 or more seats.
 
These are the available cockpit seats per ship. Multicrew requires ships with 2 or more seats.
{| class="article-table" style="font-size:95%;"
+
{| class="wikitable sortable" border="1"
 
!Ship
 
!Ship
 
!Seats
 
!Seats
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!Fighter Capable
 
!Fighter Capable
 
|-
 
|-
 
|[[Diamondback Explorer]]
|[[Sidewinder MkI|Sidewinder]]
 
 
|1
 
|1
 
|No
 
|No
 
|No
 
|No
 
|-
 
|-
  +
|[[Diamondback Scout]]
|[[Eagle MkII|Eagle]] / [[Imperial Eagle]]
 
 
|1
 
|1
 
|No
 
|No
 
|No
 
|No
 
|-
 
|-
|[[Hauler]]
+
|[[Dolphin]]
 
|1
 
|1
 
|No
 
|No
 
|No
 
|No
 
|-
 
|-
  +
|[[Eagle MkII]]
|[[Viper Mk III]] / [[Viper Mk IV|Mk IV]]
 
 
|1
 
|1
 
|No
 
|No
 
|No
 
|No
 
|-
 
|-
  +
|[[Hauler]]
|[[Diamondback Scout]] / [[Diamondback Explorer]]
 
 
|1
 
|1
 
|No
 
|No
 
|No
 
|No
 
|-
 
|-
|[[Dolphin]]
+
|[[Imperial Courier]]
 
|1
 
|1
 
|No
 
|No
 
|No
 
|No
 
|-
 
|-
|[[Imperial Courier]]
+
|[[Imperial Eagle]]
  +
|1
  +
|No
  +
|No
  +
|-
 
|[[Sidewinder MkI]]
 
|1
 
|1
 
|No
 
|No
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|No
 
|No
 
|-
 
|-
|[[Keelback]]
+
|[[Viper MkIII]]
 
|1
 
|1
 
|No
 
|No
|Yes
+
|No
  +
|-
  +
|[[Viper MkIV]]
  +
|1
  +
|No
  +
|No
 
|-
 
|-
 
|[[Adder]]
 
|[[Adder]]
Line 107: Line 127:
 
|No
 
|No
 
|-
 
|-
  +
|[[Alliance Challenger]]
|[[Cobra Mk III]] / [[Cobra MkIV|Mk IV]]
 
 
|2
 
|2
 
|Yes
 
|Yes
 
|No
 
|No
 
|-
 
|-
|[[Vulture]]
+
|[[Alliance Chieftain]]
 
|2
 
|2
 
|Yes
 
|Yes
 
|No
 
|No
 
|-
 
|-
|[[Imperial Clipper]]
+
|[[Asp Explorer]]
 
|2
 
|2
 
|Yes
 
|Yes
 
|No
 
|No
 
|-
 
|-
 
|[[Asp Scout]]
|[[Federal Dropship]] / [[Federal Assault Ship]] / [[Federal Gunship]]
 
 
|2
 
|2
 
|Yes
 
|Yes
  +
|No
|Gunship only
 
 
|-
 
|-
|[[Python]]
+
|[[Cobra MkIII]]
 
|2
 
|2
 
|Yes
 
|Yes
 
|No
 
|No
 
|-
 
|-
  +
|[[Cobra MkIV]]
|[[Asp Scout]] / [[Asp Explorer]]
 
|1
+
|2
  +
|Yes
 
|No
 
|No
  +
|-
  +
|[[Federal Assault Ship]]
  +
|2
  +
|Yes
 
|No
 
|No
  +
|-
  +
|[[Federal Dropship]]
  +
|2
  +
|Yes
  +
|No
  +
|-
  +
|[[Federal Gunship]]
  +
|2
  +
|Yes
  +
|Yes
 
|-
 
|-
 
|[[Fer-de-Lance]]
 
|[[Fer-de-Lance]]
  +
|2
  +
|Yes
  +
|No
  +
|-
  +
|[[Imperial Clipper]]
  +
|2
  +
|Yes
  +
|No
  +
|-
  +
|[[Keelback]]
  +
|2
  +
|Yes
  +
|Yes
  +
|-
  +
|[[Krait Phantom]]
  +
|2
  +
|Yes
  +
|No
  +
|-
  +
|[[Mamba]]
 
|2
 
|2
 
|Yes
 
|Yes
Line 147: Line 202:
 
|No
 
|No
 
|-
 
|-
|[[Anaconda]]
+
|[[Python]]
  +
|2
  +
|Yes
  +
|No
  +
|-
  +
|[[Vulture]]
  +
|2
  +
|Yes
  +
|No
  +
|-
  +
|[[Alliance Crusader]]
 
|3
 
|3
 
|Yes
 
|Yes
 
|Yes
 
|Yes
 
|-
 
|-
|[[Type-9 Heavy]]
+
|[[Anaconda]]
 
|3
 
|3
 
|Yes
 
|Yes
 
|Yes
 
|Yes
 
|-
 
|-
|[[Type-10 Defender]]
+
|[[Beluga Liner]]
 
|3
 
|3
 
|Yes
 
|Yes
 
|Yes
 
|Yes
 
|-
 
|-
|[[Beluga Liner|Beluga]]
+
|[[Federal Corvette]]
 
|3
 
|3
 
|Yes
 
|Yes
Line 172: Line 237:
 
|Yes
 
|Yes
 
|-
 
|-
|[[Federal Corvette]]
+
|[[Krait MkII]]
  +
|3
  +
|Yes
  +
|Yes
  +
|-
  +
|[[Type-9 Heavy]]
  +
|3
  +
|Yes
  +
|Yes
  +
|-
  +
|[[Type-10 Defender]]
 
|3
 
|3
 
|Yes
 
|Yes
Line 178: Line 253:
 
|}
 
|}
   
== References ==
+
== Notes ==
  +
*If your NPC crew member is piloting your mothership and you order an 'attack target' command on a wing mate then they will use a heal beam if it is equipped.
<references />
 
  +
*[[Regeneration Sequence]] is an engineering experimental effect that you can apply to beams that will transfer their energy into regenerating a wing mate's shields. There's also [[Concordant Sequence]] that increases the regeneration rate of the target's [[shield|shields]].
   
 
== Videos ==
 
== Videos ==
 
<gallery>
 
<gallery>
Pilot_Training_-_Multicrew_-_Elite_Dangerous_Horizons
+
File:Pilot_Training_-_Multicrew_-_Elite_Dangerous_Horizons
  +
File:COBRA_MK4_MULTI_CREW
  +
File:2.3_Multi_crew_-_The_Mighty_Adder
 
</gallery>
 
</gallery>
   
Line 192: Line 270:
 
</gallery>
 
</gallery>
   
  +
== References ==
[[Category:Major Updates]]
 
 
<references />
 
[[Category:Roles]]
 
[[Category:Roles]]
 
[[Category:Guides]]
 
[[Category:Guides]]

Revision as of 00:11, 27 January 2020

Multicrew is a feature in Elite Dangerous that allows players to serve as crew members on each others' ships, instantly transferring them to a secondary bridge position via drop-in, drop-out matchmaking. It is accessible via an option under the Social tab in the Comms panel of the HUD, and automatically activates voice-chat when in use.

Only ships with 2 or 3 pilot seats are Multicrew-compatible. Players can control either the Helm (Piloting), Gunner (turreted weapons), or Fighter con (two ship launched fighters). NPC Fighter Pilots can be hired to perform roles that enhance a ship's ability.

Multicrew was introduced in the Elite Dangerous: Horizons The Commanders v2.3 update.[1]

Fundamentals

Lead Designer Sandro Sammarco explains: "Fundamentally, Multicrew is about having fun with friends, so we want to make sure there are as few barriers to enjoying this feature as possible, starting with the crew formation process. We want to make it as easy as possible to start having fun on a multicrew ship."[2]

As long as their ship has enough seats (different ships have different multicrew capabilities) a Commander can directly invite players or can set their vessel to allow multicrew access. Commanders looking to play as crew members either accept direct invites or activate a new “looking for ship” feature, which will automatically place them as crew on a suitable vessel with multicrew access allowed, making the process quick and painless.

When joining a crew, a Commander will exit their current vessel and transfer to the multicrew vessel, regardless of distance. They can also leave at any time (or be evicted by the ship’s owner) at which point they can return to their previous ship and location, making the whole affair a very friendly, drop in – drop out procedure.

Roles

ED-Multicrew-Menu

Multicrew menu

The current multicrew roles available are Helm, Gunner, and Fighter Con.

Helm

The ship's owner always takes the role of helm, piloting the vessel and operating fixed and gimballed weaponry. They also control NPC Fighter Pilots. There can be up to two additional crewmembers, depending on the vessel, who can perform roles to enhance the ability of the ship. Players can also simply come along for the ride, either for fun or to learn from more experienced players. The helm also retains control over distribution of power, navigation, and synthesis.

Gunner

The gunner role allows a crewmember to take control of all turreted weapons on the ship. They do not need to jump between turret views though. Using a third person interface, they control a reticule that all turrets within their arc will automatically follow; giving them an improved spatial awareness and easy control of all turreted weapons. They also have access to two “quick slot” fire buttons, in addition to normal fire groups, that they can customize with modules, allowing them more options for activating weapons and scanners.

Furthermore, the gunner has access to advanced sensor systems, allowing them three hundred and sixty degree tracking arcs. This lets them activate advanced scanners (such as the kill warrant scanner) and missile launchers in any direction.

Fighter Con

The fighter con role lets a crewmember launch and control a fighter, even if the helm has already launched a fighter using the NPC crew. This allows multicrew ships to have two fighters active at a time. In addition, if the ship has enough fighters, both crew members can take on the fighter con role, meaning three human-controlled ships can be flying at the same time.

Crew members can switch roles dynamically as they see fit. The ship owner is always the helmsman.

Additional Multicrew Benefits and Rules

Every crewmember also has access to a power distributor pip that they can assign dynamically. This is in addition to the standard pips that the helm controls. This extra power distribution allows the ship to operate more effectively, increasing its capabilities in combat. 

Ship re-buy premiums are also reduced for each crewmember. Again, the purpose of this is to lower the bar to access and ease of use, especially when dealing with vessels that can cost a lot of credits.

All bounties and vouchers that the helmsman (ship owner) receives are duplicated for each crewmember, making multicrew a great way to have fun with friends without missing out on money-making opportunities.

However, as they share the benefits, so too do they share the punishments. Any crime that the ship suffers is applied to all crewmembers equally. But when a Commander leaves or ends a session, the crew will have the option of avoiding taking the crimes with them, but in doing so, will lose all credits earned. It will be their choice.

Mapping with Friends

In Multi-crew, anyone in the crew will have access to the Full System Scanner and the Detailed Surface Scanner (only the gunner is able to use this module). Whilst exploring in a wing, as long as you are in the same system as the wing, you will share the data you have discovered.[3]

Technology

Pilots use telepresence to appear in other people's ships as Holo-Me holograms.[4]

Ship Cockpit Seats

These are the available cockpit seats per ship. Multicrew requires ships with 2 or more seats.

Ship Seats Multicrew Fighter Capable
Diamondback Explorer 1 No No
Diamondback Scout 1 No No
Dolphin 1 No No
Eagle MkII 1 No No
Hauler 1 No No
Imperial Courier 1 No No
Imperial Eagle 1 No No
Sidewinder MkI 1 No No
Type-6 Transporter 1 No No
Type-7 Transporter 1 No No
Viper MkIII 1 No No
Viper MkIV 1 No No
Adder 2 Yes No
Alliance Challenger 2 Yes No
Alliance Chieftain 2 Yes No
Asp Explorer 2 Yes No
Asp Scout 2 Yes No
Cobra MkIII 2 Yes No
Cobra MkIV 2 Yes No
Federal Assault Ship 2 Yes No
Federal Dropship 2 Yes No
Federal Gunship 2 Yes Yes
Fer-de-Lance 2 Yes No
Imperial Clipper 2 Yes No
Keelback 2 Yes Yes
Krait Phantom 2 Yes No
Mamba 2 Yes No
Orca 2 Yes No
Python 2 Yes No
Vulture 2 Yes No
Alliance Crusader 3 Yes Yes
Anaconda 3 Yes Yes
Beluga Liner 3 Yes Yes
Federal Corvette 3 Yes Yes
Imperial Cutter 3 Yes Yes
Krait MkII 3 Yes Yes
Type-9 Heavy 3 Yes Yes
Type-10 Defender 3 Yes Yes

Notes

  • If your NPC crew member is piloting your mothership and you order an 'attack target' command on a wing mate then they will use a heal beam if it is equipped.
  • Regeneration Sequence is an engineering experimental effect that you can apply to beams that will transfer their energy into regenerating a wing mate's shields. There's also Concordant Sequence that increases the regeneration rate of the target's shields.

Videos

Gallery

References