I apologise in advance for bringing this up again, but it seems content creators out there still don't understand the issue. So I'll try to represent this in the simplest manner possible to make sure the actual problem is understood. EVERY time, the problem is reduced to "Wanting to play with other people". As if everyone calling for features like NPC crews, AI blades, PVE centered content... are anti-socials and just want to play alone. When that is not the case. Most of us want to play with our friends. Most of us want Player MultiCrew to be a thing. Most of us have friends. Most of us are part of a small to very large orgz. But none of us want to be locked out of content (and yes, ships) that only the most hardcore no-lifers or content creators will have access to. The problem with making Player crews as an hardcore requirement is this: No matter how many friends you have... No matter how large your org is. The supply of crew players will never meet the demand of Captain players. EVER! The game expects that every captain needs 2-10-20-40-100 players to crew their Multicrew ships. The reality of the player population? For every player that wants to be Scotty the engineer, you have ten times the number of captain Kirks. I don't need to prove this. This is a problem we see in many other games. For example, games usually have an overpopulation of DPS players compared to a low population of support class players. Which leads to very long matchmaking queu times. And mind you, these are games that have low requirements for support classes (You usually need one support for ever 3 DPS). In SC, the requirement dynamic is reversed. You'll need more crews (the less popular class) than you need pilots or captains (the more popular class). So for the last time... This is not a "solo" vs "Multiplayer" issue. This is a "making the game reasonably accessible" VS an "unreasonably unaccessible game" issue. If you make Multiplayer an hardcore requirement to enjoy core mechanics like Muticrew gameplay (which is not necessarily "end-game" content) then this game will be so unreasonably taxing to most of its player base, that people will just quit. This is why NPC crews are important. Not because they should allow players to fly a capital ship solo (that shouldn't be possible, and you can prevent that from happening through very high maintenance costs for the ship and NPC crews). But because it will make crewing a medium, large, or capital ship a bit more "flexible" for those of us who can only play 2 hours after a long day of work and having to spend time with our families. We want SC to be an immersive game where we can have adventures with our friends. Role playing that Captain Kirk with Scotty fantasy. No one wants to take that away. We ALL want the same thing in that regard. But... Many of us do not want SC to be a game catering to the most elite and hardcore players. Who do not have jobs or family obligations. (Or content creators, who can just snap their fingers and fill an entire server with their followers. As the capture the Idris event proved.) Know your audience, please. Most of your community are part of the working class and are family people (and they are not content creators with an army of followers.) Have some content that requires very large groups of people (BIG PVP or PVE events. Space Stations, etc...) But don't lock players out of features as essential as multicrewing their ship just because they can't gather 20 players in one hour. (Spoilers: That's going to be a LOT of folks out there.) Multicrew without NPC crews and AI blades, is not reasonable. And a lot of players will be driven away if Player Multicrew is a hardcore requirement just to enjoy their favorite ship. Plain and simple.