Naoura, I don't think you quite understand the 'why?' aspect here.
GOIO is a very intimidating game to start playing, just as are most games that host a lot of people. It has little to do with skill. There is not just a learning curve here. There is also a steep social curve.
What do most people do when starting a new online game? Well, first, they fire up the single player or bot matches, or wander off on their own to kill slimes and rats. You don't have to interact with other players at all to start integrating with the game. The game teaches you the baby steps.
GOIO does not do this. It tosses you in at the deep end. 15 other players if you are lucky to get a 2v2. You are bound to 3 of them directly, and 4 more indirectly. 7 other people are counting on you not to screw up. Then your match starts, and it adds sharks... and piranha, and drops scorpions on your head while you just try to tread water.
That is no way to start a game. That is a hazing.
Making an 8 person ship would be even worse. It would be absolute chaos. "Why did we lose a match? Who screwed up? Did we screw up? What was I even supposed to be doing?" x 8. Not to mention ALL these people talking at once. That is a social nightmare, not an easing into playing with 3 other shipmates.
These ships are designed to be the 'you and a friend' bot matches or rat killing quest area. With fewer players, lobbies fill up faster, especially if it is in the upcoming Novice vs Bot mode. It would only take 4 people to start a 2v2 match, keeping more novices out of standard games. With the reduced toolsets, ammo types, and gun choices (with 'no-bad-gun' in effect), lobby times would be extremely fast. Get in a lobby, all ships are full, no loadouts or ship builds to worry about, start game, shoot things. Try that with an 8 person ship.
In fact, the only reason to have an 8 player ship is if you have something for 8 players to do (while all talking, some of them about their dicks). Just using the shotgun approach to toss enough players at a task to maybe get a few of them to do it right is folly. That type of mindset and environment is designed to weed out all but the best people. What if ALL of them turn out to be competent, and the job really only needed 4 players? You end up with a sniper Goldfish. 50%+ of your crew doing nothing. Very very bad design if that is your main goal.
Now, let's say you do that to a two-man ship. You are instantly negative combat effective, and are probably going to be shredded before you even know which component needs repairing
I don't understand your talk of getting shredded. I think you missed something as well, since these are not two crew ships. They are three crew ships. Two of them (at least in Novice) are players. The last one is a default AI (with a little different default behavior). This is carefully planned to keep your ship alive and running for a specific amount of time while under fire while you figure out what to do. The AI could not keep everything running on the ship due to its changed behavior. There would be no instagib weapon combos. These are Novice ships with Novice guns specifically designed to not shred ships. Everything is designed specifically for slow reaction times. The ships are smaller, easy to navigate, easy to control, and much slower than the big ships, but on much smaller maps to keep the same feeling of relative speed.
Personally, I don't want 2 person elite ships. That breaks the high level gameplay dynamic. I would only like this for single ship stealth missions in Alliance, with modified versions of these Novice ships, specialized tool sets, and new actual instagib guns that take extreme skill and communication to use.
By the way, new ship update, the Pinno! Named after the tiny, soft shelled crab 'Pinnotheridae'.
Blunt nose, slow moving ship. Originally designed as an air tug for the pleasure cruise version of the Mobula (before it was pressed into war efforts) to aid in docking and quiet, peaceful towing.
Two guns facing forward (pilot would have to leave helm to use one) on the same flat deck, one possible gun on the rear down a ladder. Crew quarters inside the ship for aesthetic purposes only, no components. Sometimes the important guests would use them as well to get off the party boat for some quiet for a while... or to sober up after too much party.
Rather than using turbofans like the Mobula to keep the ship upright, the Pinno uses large flywheels (those things in front of the engines, will get a video up sometime).
Picture of its namesake.