>>> I disagree. Star Citizen is planning to include NPC crews, and with one a
25 man ship flying solo will destroy a fighter flying also solo. >>>
True.
But one man flying a 25 man ship solo with NPC crew will die against wolfpacks flying multiple starter ships crammed full with boarders
In other words, the person flying 25 man ship solo is so powerful that people with inferior ships need to organize a raid to take him down.
Regarding the above statement the devs still have to figure out how they can significantly raise the player limits per instance to provide enough room for scenarios like that. If I understand the current state of the game correctly the number of players in a single zone is very limited and the game has to be balanced with those limitations in mind. I hope that players won't be able to exploit these limitations by saturating the given zone with friendly players to avoid a reasonable player opposition. I think players have to feel a degree of constant threat regardless of the size of their fleet to make the game interesting and immersive.
However, try to get the very best in modules in all your ships. THOSE will be expensive.
Have fun
THAT will be the equivalent of "gear" in other MMO's.
Rare-drop modules will be traded for 100's of millions, just as they are in EVE.
And - just like in EVE - can be lost in an instant. Often to stupidity. And - just like in EVE - those high end modules are NOT covered by insurance. Not even lifetime insurance.
So would it be safe to say money determines your progression? Meaning one buys ever expensive ships, gear and modules to improve their character?
When there's gear progression, it's like that.
If you do not want to own ships, you might just crew them or be part of organizations that already have fleets you can make use of.
This really depends on the player, I think it's part of the ideology of the game that progression is not linear, like "you need better gear to progress" or "you need to level up to progress".
Technically don't the ships become the gear then in this game? If you exclude any weapons and armor you can prob by as well
No because you can take them.
It is not a inherit superior gear that can't be taken away or give you permanent edge since it is just a tool that need handling to accomplish a task. When you enter ship you are not sit and "one with the ship", you can move around - you can be thrown out of the pilot seat. Someone can board your ship and kick you out.
You can't say the same thing in regards of gears in mmorpg.
Just gear then with a different name but can be taken like full loot pvp then
No. Because you can take it without killing the player.
Is not a gear, its a vehicle. It is exactly a vehicle and behaves as a vehicle. You have to handle it, it requires your attention and it exists regardless of you. You can go out of it and wander around and someone can go and steal it.
Its still a form of gear. It has improved variants, can be upgraded with modules, and is put on and off like any other gear.
Yes more than one player can use it at a time, but thats not much different than a battering ram in DAOC, more people you "crew" it with (up to 8) the faster it knocks the door down.
As for stealing without killing the player, my guess is in a fight most players will die fighting for it. BTW in EVE pilots have a self destruct and even an eject button.
As for stealing early MMOs used to have a theft mechanic and you could steal gear out of homes or even others backpack without killing them.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
>>> I disagree. Star Citizen is planning to include NPC crews, and with one a
25 man ship flying solo will destroy a fighter flying also solo. >>>
True.
But one man flying a 25 man ship solo with NPC crew will die against wolfpacks flying multiple starter ships crammed full with boarders .. a wolfpack that together costs a fraction of the big ship.
That "solo" pilot needs a player CAP in single seat fighters, player marines defending his ship, a good player shield operator that knows what he is doing, a player engineer that keeps repairing the engines and shield generators that the wolfpack tries to disable.
Have fun
I suppose this would depend on how effective npc players are at their roles. If just "butts in seats" you could be right.
A crew of npc marines could be formidable opponents to prevent boarders, especially if a player can pay to upgrade them.
In DAOC if your guild takes a Keep, you can pay increasing amounts of bounty points to upgrade the npc guards. Level 1s are a pushover, weak and with a slow respawn rate and no problem for a single 8 man to beat.
Level 10s are a challenge for even 4 or 5 full groups of players to beat, but are very expensive to maintain for long.
So if npcs are at all competent or upgradable you might be surprised at how well a 25 man ship with a single (or small group) of human crew can be.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Players soloing with capital powerful ships will likely be the targets of raiders with player-crews.
Solo the biggest and most powerful ships in the game, is a risk, not the optimal gameplay. I don't think you will fly around, solo and relaxing in a powerful ship, without that making you a target for the high value of your ship.
A situation where the player crew boards the AI crew, the player crew has many factors going on for them that will allow the group of players to strategize and overcome the AI defending, while the player with the AI Crew will be in for more of an "on-rails" defense.
Level 10s are a challenge for even 4 or 5 full groups of players to beat, but are very expensive to maintain for long.
>>>
Yes, because developers cheat.
They crank up resistances and hitpoints until those Level 10 guards are extremely hard to kill. But they are still dumb compared to a competent player. If you kite the NSC guards (because the NSCs are dumb), the system just resets the scene to safe them. That cannot be done in a real-time SC space battle.
In Star Citizen there will be different levels of NSC skill and a good NSC crew will cost way more than a "low level" NSC crew. They will be expensive to maintain.
But devs cannot cheat as much with those NSCs in SC as they can do in other games. If a player finds the dead spot in the gun turret coverage of a larger ship (e.g. by navigating real close and staying there whatever the other pilot does, through sheer piloting skill), then he can pick apart the target ship no matter the competence and cranked up values of the NSC crew.
Most people who are willing to shell out for a capital ship probably are willing to gather up the players needed to crew them. Contrary to popular belief, the vast majority of whales are actually incredibly competent MMO players who are very dedicated to learning the game they play, including how to team up with others to win, which is part of the reason why they're so willing to whale it up in the first place.
For every idiot whale in Eve that got his ship blown up while it was filled with a ton of isk, there were probably 50 other whales that don't make the headlines for stupidity because they aren't... well, stupid.
Most people who are willing to shell out for a capital ship probably are willing to gather up the players needed to crew them. Contrary to popular belief, the vast majority of whales are actually incredibly competent MMO players who are very dedicated to learning the game they play, including how to team up with others to win, which is part of the reason why they're so willing to whale it up in the first place.
For every idiot whale in Eve that got his ship blown up while it was filled with a ton of isk, there were probably 50 other whales that don't make the headlines for stupidity because they aren't... well, stupid.
Most capital ship owners I know in Star Citizens are org leaders that want to use it as an HQ for their org. Often the capital ship was bought with pooled resources.
And i concur w.r.t. to EVE ... most capital ship owners you never hear about. Because they know what they are doing. (Almost) unkillable spider triage repairing capital ships being an example.
So would it be safe to say money determines your progression? Meaning one buys ever expensive ships, gear and modules to improve their character?
When there's gear progression, it's like that.
If you do not want to own ships, you might just crew them or be part of organizations that already have fleets you can make use of.
This really depends on the player, I think it's part of the ideology of the game that progression is not linear, like "you need better gear to progress" or "you need to level up to progress".
Technically don't the ships become the gear then in this game? If you exclude any weapons and armor you can prob by as well
No because you can take them.
It is not a inherit superior gear that can't be taken away or give you permanent edge since it is just a tool that need handling to accomplish a task. When you enter ship you are not sit and "one with the ship", you can move around - you can be thrown out of the pilot seat. Someone can board your ship and kick you out.
You can't say the same thing in regards of gears in mmorpg.
Sounds like open world PvP and you drop gear when you die.
Actually when it comes to ships, it's called a Prize:
Prize/praɪz/ is a term used in admiralty law to refer to equipment, vehicles, vessels, and cargo captured during armed conflict. The most common use of prize in this sense is the capture of an enemy ship and its cargo as a prize of war. In the past, the capturing force would commonly be allotted a share of the worth of the captured prize. Nations often granted letters of marque that would entitle private parties to capture enemy property, usually ships. Once the ship was secured on friendly territory, it would be made the subject of a prize case, an in rem proceeding in which the court determined the status of the condemned property and the manner in which it was to be disposed of.
Hi, I had a question about leaving the ship and going planetside. Will there be character classes, skills, and levels like other MMORPGs? Will there be character (not ship) PVE and PVP (I did see the star marine combat, but that more looks like a light/quick shooter sitting inside of the game).
On planetside the game will be shooter, just like you saw in Star Marine combat.
There will be no levels, classes, or skills. You'll have access to some different equipment and some equipment progression, but nothing like the progression you're used to seeing in MMORPGs. Just a shooter with some better equipment/equipment for different roles available.
Thanks!
So it will be like Planetside 2 (FPS MMORPG) for character PVE/PVP?
How much of the game's focus will be on this, or will it be more of a side add-on to the ship gameplay?
I think I want to do roughly 50% ship play and 50% character gameplay - will the character progression gameplay be deep or shallow?
If I understand Erillion, seems like it's a lot like Call of Duty where I just can choose/swap a class instantly and unlock different skills based on the loadout and what I've already unlocked (via ship gear)... but... I can't acquire character gear/levels/skills like a traditional MMORPG.
So it will be like Planetside 2 (FPS MMORPG) for character PVE/PVP?
How much of the game's focus will be on this, or will it be more of a side add-on to the ship gameplay?
I think I want to do roughly 50% ship play and 50% character gameplay - will the character progression gameplay be deep or shallow?
If I understand Erillion, seems like it's a lot like Call of Duty where I just can choose/swap a class instantly and unlock different skills based on the loadout and what I've already unlocked (via ship gear)... but... I can't acquire character gear/levels/skills like a traditional MMORPG.
Star Citizen is a mix, it's a literal FPS component embed on the space sim component, so the game world is on both aspects a PvEvP kind of thing, set by the level of security on the different areas of the gameworld.
It would ever be 50% ship 50% character play for you (it depends on what you want to do), if you want to do something like Crew a capital ship (organization/guild play), be part of teams that will be using ships that are dedicated to boarding or dropships stuff like...
Within a dropship with other players, you might just go to fight one boss you would find inside one space station, the content planned feeds different types of play.
Would there be progression there? As long you are making money you are progressing, there isn't like a set "XP" factor, so they will likely add things to grind for, either that is gear, skills, vanity stuff, titles, achievements... time will tell.
Hi, I had a question about leaving the ship and going planetside. Will there be character classes, skills, and levels like other MMORPGs? Will there be character (not ship) PVE and PVP (I did see the star marine combat, but that more looks like a light/quick shooter sitting inside of the game).
On planetside the game will be shooter, just like you saw in Star Marine combat.
There will be no levels, classes, or skills. You'll have access to some different equipment and some equipment progression, but nothing like the progression you're used to seeing in MMORPGs. Just a shooter with some better equipment/equipment for different roles available.
Thanks!
So it will be like Planetside 2 (FPS MMORPG) for character PVE/PVP?
How much of the game's focus will be on this, or will it be more of a side add-on to the ship gameplay?
I think I want to do roughly 50% ship play and 50% character gameplay - will the character progression gameplay be deep or shallow?
If I understand Erillion, seems like it's a lot like Call of Duty where I just can choose/swap a class instantly and unlock different skills based on the loadout and what I've already unlocked (via ship gear)... but... I can't acquire character gear/levels/skills like a traditional MMORPG.
It's not a traditional MMO with activatable or passive skills. Your skill is how good you as a person are with any given ship or gun, that's it.
FPS for this game will be a little less like Call of Duty, or Planetside 2, and closer to slower tactical shooters. Death can be permanent in this game, you get a couple of passes, but your character can die. That will be a pretty large factor when it comes to getting into firefights.
I know of some people who want to try playing the game strictly from the perspective of a marine. No flying ships in other words. Others want to crew someone else's ship to earn their way up (crew has to be paid after every 'job'). Personally, my Org and I are pirates. We're already putting together roles based off our members skills. For instance i've been slated as a wing leader, others as boarding team members or fences.
Hi, I had a question about leaving the ship and going planetside. Will there be character classes, skills, and levels like other MMORPGs? Will there be character (not ship) PVE and PVP (I did see the star marine combat, but that more looks like a light/quick shooter sitting inside of the game).
On planetside the game will be shooter, just like you saw in Star Marine combat.
There will be no levels, classes, or skills. You'll have access to some different equipment and some equipment progression, but nothing like the progression you're used to seeing in MMORPGs. Just a shooter with some better equipment/equipment for different roles available.
Thanks!
So it will be like Planetside 2 (FPS MMORPG) for character PVE/PVP?
How much of the game's focus will be on this, or will it be more of a side add-on to the ship gameplay?
I think I want to do roughly 50% ship play and 50% character gameplay - will the character progression gameplay be deep or shallow?
If I understand Erillion, seems like it's a lot like Call of Duty where I just can choose/swap a class instantly and unlock different skills based on the loadout and what I've already unlocked (via ship gear)... but... I can't acquire character gear/levels/skills like a traditional MMORPG.
You can swap equipment ... you do NOT unlock skills when swapping gear as there are no skills in Star Citizen.
It is your own skill with a gun or a ship or a piece of equipment that counts.
Therefore there are no "classes" per se. You choose what you want to do .. and use the tools for it. You CAN try to board (almost) naked and with a knife. You MIGHT succeed. Some will try. Some will put it on YouTube. But the chance to successfully be a marine (as a chosen "class") and successfully board an enemy ship will be higher if you use Heavy Marine Armor and an automatic combat shotgun. You chose your loadout and then try to do the task you set yourself. Like conquering a ship.
You do not "unlock" gear. If you have the money and know where to buy it, you can.
I guess finding the right supplier for the high end stuff might be the fun part (and a reputation system might be the basis for that, as some sources will not trade with you unless you are very trustworthy or a notorious criminal). Or knowing where you can find cool stuff in old derelict ships drifting in the black.
Its not 50 % ship play and 50 % character play (that may be true for the Squadron 42 solo game). In the persistent universe YOU choose what percentage you are in your ship or dirtside.
The avatar gameplay is DEFINITELY NOT only a side add-on. Its an integral part of the sandbox.
Level 10s are a challenge for even 4 or 5 full groups of players to beat, but are very expensive to maintain for long.
>>>
Yes, because developers cheat.
They crank up resistances and hitpoints until those Level 10 guards are extremely hard to kill. But they are still dumb compared to a competent player. If you kite the NSC guards (because the NSCs are dumb), the system just resets the scene to safe them. That cannot be done in a real-time SC space battle.
In Star Citizen there will be different levels of NSC skill and a good NSC crew will cost way more than a "low level" NSC crew. They will be expensive to maintain.
But devs cannot cheat as much with those NSCs in SC as they can do in other games. If a player finds the dead spot in the gun turret coverage of a larger ship (e.g. by navigating real close and staying there whatever the other pilot does, through sheer piloting skill), then he can pick apart the target ship no matter the competence and cranked up values of the NSC crew.
Have fun
You are an EVE player, you know when the smaller ships maneuver close you activate the smart bombs.
You did remember to fit them right, as your intel network should have told you to expect 25 ships on your 6.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Unfortunately there are no smart bombs in Star Citizen. Maybe i can rip out that EMP from the ship that has it .... and jury rig it on another ship. That might work as a smart bomb :-)
Unfortunately there are no smart bombs in Star Citizen. Maybe i can rip out that EMP from the ship that has it .... and jury rig it on another ship. That might work as a smart bomb :-)
Have fun
E-War should let us do some pretty interesting things to them though.
Unfortunately there are no smart bombs in Star Citizen. Maybe i can rip out that EMP from the ship that has it .... and jury rig it on another ship. That might work as a smart bomb :-)
Have fun
E-War should let us do some pretty interesting things to them though.
Then would it not be nice to have a player e-war operator on that 25 crew ship ;-)
Not to be the stick in the mud but you guys are seriously setting yourselves up for disappointment by talking about all these awesome things you want to do in a game that hasn't even implemented them.
Remember how star star marine was supposed to be more lethal then call of duty?
Im just saying check your imagination at the door if you don't want to be seriously let down if this game ever releases.
Remember how star star marine was supposed to be more lethal then call of duty?
Sounds like, from what Erillion has shared, that there will be permadeath... that is pretty hardcore/lethal. Actually, probably too hardcore for me... I do well in PVP, but rarely am I flawless.
Sounds like, from what Erillion has shared, that there will be permadeath... that is pretty hardcore/lethal. Actually, probably too hardcore for me... I do well in PVP, but rarely am I flawless.
Permadeath is a bit of a roleplaying mechanic, while you indeed can die several times and the whole thing as "scars", and bionic limbs to show the damage to your body will appear... when you die your belongings and such will pass to your new character. There's likely to be a loss, but it's not any "start over again".
It's a mechanic that makes sense within the nature that you don't create multiple characters on this game.
Not to be the stick in the mud but you guys are seriously setting yourselves up for disappointment by talking about all these awesome things you want to do in a game that hasn't even implemented them.
Not really, much of what was talked here are actually confirmed promised features, so things like the FPS content, NPC AI Crew, electronic warfare, boarding, is stuff doesn't require a mindset of "hopes and dreams" that it will happen.
It will more about on how exactly will it work because the details change as the designs are fleshed out when it comes to starting implementing said features.
Comments
Rare-drop modules will be traded for 100's of millions, just as they are in EVE.
In other words ... we do not know yet.
That is why we (backers and devs) will do playtesting and balancing during Alpha and Beta.
Have fun
have fun
Yes more than one player can use it at a time, but thats not much different than a battering ram in DAOC, more people you "crew" it with (up to 8) the faster it knocks the door down.
As for stealing without killing the player, my guess is in a fight most players will die fighting for it. BTW in EVE pilots have a self destruct and even an eject button.
As for stealing early MMOs used to have a theft mechanic and you could steal gear out of homes or even others backpack without killing them.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
A crew of npc marines could be formidable opponents to prevent boarders, especially if a player can pay to upgrade them.
In DAOC if your guild takes a Keep, you can pay increasing amounts of bounty points to upgrade the npc guards. Level 1s are a pushover, weak and with a slow respawn rate and no problem for a single 8 man to beat.
Level 10s are a challenge for even 4 or 5 full groups of players to beat, but are very expensive to maintain for long.
So if npcs are at all competent or upgradable you might be surprised at how well a 25 man ship with a single (or small group) of human crew can be.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
I don't think so.
Players soloing with capital powerful ships will likely be the targets of raiders with player-crews.
Solo the biggest and most powerful ships in the game, is a risk, not the optimal gameplay. I don't think you will fly around, solo and relaxing in a powerful ship, without that making you a target for the high value of your ship.
A situation where the player crew boards the AI crew, the player crew has many factors going on for them that will allow the group of players to strategize and overcome the AI defending, while the player with the AI Crew will be in for more of an "on-rails" defense.
Yes, because developers cheat.
They crank up resistances and hitpoints until those Level 10 guards are extremely hard to kill. But they are still dumb compared to a competent player. If you kite the NSC guards (because the NSCs are dumb), the system just resets the scene to safe them. That cannot be done in a real-time SC space battle.
In Star Citizen there will be different levels of NSC skill and a good NSC crew will cost way more than a "low level" NSC crew. They will be expensive to maintain.
But devs cannot cheat as much with those NSCs in SC as they can do in other games. If a player finds the dead spot in the gun turret coverage of a larger ship (e.g. by navigating real close and staying there whatever the other pilot does, through sheer piloting skill), then he can pick apart the target ship no matter the competence and cranked up values of the NSC crew.
Have fun
For every idiot whale in Eve that got his ship blown up while it was filled with a ton of isk, there were probably 50 other whales that don't make the headlines for stupidity because they aren't... well, stupid.
And i concur w.r.t. to EVE ... most capital ship owners you never hear about. Because they know what they are doing. (Almost) unkillable spider triage repairing capital ships being an example.
Have fun
Thanks!
So it will be like Planetside 2 (FPS MMORPG) for character PVE/PVP?
How much of the game's focus will be on this, or will it be more of a side add-on to the ship gameplay?
I think I want to do roughly 50% ship play and 50% character gameplay - will the character progression gameplay be deep or shallow?
If I understand Erillion, seems like it's a lot like Call of Duty where I just can choose/swap a class instantly and unlock different skills based on the loadout and what I've already unlocked (via ship gear)... but... I can't acquire character gear/levels/skills like a traditional MMORPG.
Interesting.
In German its also called : "Prise" , with the same meaning.
https://dict.leo.org/englisch-deutsch/Prise
Have fun
Star Citizen is a mix, it's a literal FPS component embed on the space sim component, so the game world is on both aspects a PvEvP kind of thing, set by the level of security on the different areas of the gameworld.
It would ever be 50% ship 50% character play for you (it depends on what you want to do), if you want to do something like Crew a capital ship (organization/guild play), be part of teams that will be using ships that are dedicated to boarding or dropships stuff like...
Within a dropship with other players, you might just go to fight one boss you would find inside one space station, the content planned feeds different types of play.
Would there be progression there? As long you are making money you are progressing, there isn't like a set "XP" factor, so they will likely add things to grind for, either that is gear, skills, vanity stuff, titles, achievements... time will tell.
FPS for this game will be a little less like Call of Duty, or Planetside 2, and closer to slower tactical shooters. Death can be permanent in this game, you get a couple of passes, but your character can die. That will be a pretty large factor when it comes to getting into firefights.
I know of some people who want to try playing the game strictly from the perspective of a marine. No flying ships in other words. Others want to crew someone else's ship to earn their way up (crew has to be paid after every 'job'). Personally, my Org and I are pirates. We're already putting together roles based off our members skills. For instance i've been slated as a wing leader, others as boarding team members or fences.
You can swap equipment ... you do NOT unlock skills when swapping gear as there are no skills in Star Citizen.
It is your own skill with a gun or a ship or a piece of equipment that counts.
Therefore there are no "classes" per se. You choose what you want to do .. and use the tools for it. You CAN try to board (almost) naked and with a knife. You MIGHT succeed. Some will try. Some will put it on YouTube. But the chance to successfully be a marine (as a chosen "class") and successfully board an enemy ship will be higher if you use Heavy Marine Armor and an automatic combat shotgun. You chose your loadout and then try to do the task you set yourself. Like conquering a ship.
You do not "unlock" gear. If you have the money and know where to buy it, you can.
I guess finding the right supplier for the high end stuff might be the fun part (and a reputation system might be the basis for that, as some sources will not trade with you unless you are very trustworthy or a notorious criminal). Or knowing where you can find cool stuff in old derelict ships drifting in the black.
Its not 50 % ship play and 50 % character play (that may be true for the Squadron 42 solo game). In the persistent universe YOU choose what percentage you are in your ship or dirtside.
The avatar gameplay is DEFINITELY NOT only a side add-on. Its an integral part of the sandbox.
Have fun
You did remember to fit them right, as your intel network should have told you to expect 25 ships on your 6.
Layers upon layers...
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Have fun
Have fun
Remember how star star marine was supposed to be more lethal then call of duty?
Im just saying check your imagination at the door if you don't want to be seriously let down if this game ever releases.
It's a mechanic that makes sense within the nature that you don't create multiple characters on this game.
Not really, much of what was talked here are actually confirmed promised features, so things like the FPS content, NPC AI Crew, electronic warfare, boarding, is stuff doesn't require a mindset of "hopes and dreams" that it will happen.
It will more about on how exactly will it work because the details change as the designs are fleshed out when it comes to starting implementing said features.