Hello Private Backers!



Your flurry of activity has indeed, worked! Here's our current thinking. Remember of course, that all usual caveats apply; this is not set in stone - we might change our mind.



So, current thinking is to have a small number of characters available per account. Say perhaps three normal characters. These can be "normal" commanders or "perma-death" commanders. Only one could ever be active "in-game" at a time and there would be no concept of links between them (so no shared stash, or reputation ties or any such stuff).



Our reasoning so far is as follows:



* More than one person can have a commander, so family members can get in on the act (of course, to play at the same time you'd need two accounts, but this is still - I think - a benefit. Personally I like to think that multiple commanders allows additional players to dip their toes and hopefully progress into obtaining additional accounts.)



* Player choices in-game can be more about the specific commander, reducing the worry that a bad call will ruin everything achieved so far. This is actually quite important; I want to train people away from the idea that there are "right" and "wrong" ways to play Elite: Dangerous. There are just choices and consequences, and we're trying to ensure that all lead to more fun. I want to remove barriers to player experimentation, whilst retaining consequence; I think multiple commanders helps this cause.



* Any potential exploits for multiple commanders almost certainly exists the the multiple account level as well, so limiting an account to one commander would not save us the time and effort of guarding against multiple commander exploits.



* Any serious player infractions (exploits and cheating, player abuse etc.) would always be dealt with on an account basis rather than at the commander level.



* Multiple commanders allow a player to have multiple roleplay options available at the same time, which could be very useful (e.g. I have a scoundrel pirate and a legit trader available depending on my mood, which friends are online etc.)



* I don't find the terms "main", "alt" or "toon" particularly useful in what we are creating. Whilst at a basic level you could certainly argue that the commander with the best current gear/most money/best contacts is your "main" there are no levels - that money can be lost, the gear can be broken, powerful friends can become deadly enemies.



Now this is not to say that we are casually dismissing potential dangers of multiple commanders. We are and always will be on the look out for exploits and activity that undermines the experience (the "cheapening" effect is a valid concern we have considered). But at the moment, we feel a more compelling argument can be made for multiple commanders.



I hope this gives a clear enough picture of our intentions as they stand currently.