Improvements
This list is not exhaustive.Legend
++: More/yet to add or needs update/fix.General
General: To few to put in their own category or actually general.- Redo the line “Waring, landing gear not deployed.” By Verity.
- Combine Elite: Dangerous players & Odyssey. Now it feels like the game is dead for Elite: Dangerous players. This should also help with Multicrew.
- Free cam in ships, not just turning.
- Display all or most user inputted text in normal case, not just upper case (nor just lower case).
- Make the drop from supercruise less abrupt when having a target locked.
- Make the FSD cooldown appear immediately after dropping, not after the animation.
- Alt-Tabing when going from normalcruis to supercruise sets target speed to 0. (Why does this not happen from hyperjump then? Be consistent.)
- Panel animation speed is dependent on fps, & long or slow animations for menus are bad.
- The 2 red circles should not blink for ships without a shield generator.
- Remember the Known Engineers sort order & type.
- The game exe doesn’t alway close on exit.
- The combat rank icon displayed next to the name of a target is (almost always) partly cut off.
- Collisions/physics are really bad.
- Have the launcher close on normal game exit (or focus) & focus on crash. (So my Steam hours don’t keep counting.)
- The ship simulation displays (like heat & fuel) should be live now. Back in the day displaying & updating a number was intensive but not anymore. Often the ship voice knows you are to hot before you can see it.
- Canisters should have the galactic average listed in the contact list.
- The worn paint is pretty unworn if you ask me.
- White dwarf drop down is to large compared to neutron stars.
Commands
- Writing a invalid command will just send it as a message. This is annoying to other players as well; it doesn't help the player. This can also be dangerous if it includes sensitive data.
- Commands are case sensitive. This should not be the case for all of them. Like /clear. (But might not be a issue when “invalid command will just send it as a message” is fixed.)
Multicrew
Multicrew is a nice feature but it has some major flaws: live only, multiplayer only, & not cross platform or game type.- Add a queue to join ships. This is the “live only” fix. The reason why DM & email (& YouTube, Twitter, Reddit) are so popular is because you don’t need to talk live/at the same time to some1. I sometimes play for a few hours at once & it would be nicer to not have to periodically check.
- Combine platforms & game types. Splitting the main game & Odyssey player really lowers the available users. The Odyssey files are installed anyway, so might aswell, maybe just don’t allow them to walk.
- Allow players to “join” NPCs & be they fighter pilots.
- Add permissions & join types. Give helms the option to only request fighters, gunners, or both. Same for joiners, allow them to only join in a ship where they can be a fighter, or gunner. I would never want a gunner for my ship. Crewmembers should still be able to scan even when gunner is not allowed. Turrets are useless so only fighters in my crew.
- Every crew member gets the other crew members (public like in local) messages. Same for bounty messages.
- Crew members can not deploy in SRV. No diving fun i guess.
- When there is no rewards then why do you need to accept or decline it?
- When joining a crew in supercruise the game doesn’t remember your location & drops you some distance away from the star just like when the game crashes or on server disconnect.
- Share (magically) scan data from targets with the crew(s or only the person who scanned it).
- Share (magically) money value of exploring data to crew (who helps scanning) just like with combat.
- If a crewmember commits a crime, they get kicked but you (the helm) still have to deal with that crime (how is this my fault). Just make it not possible for crewmembers to commit crime, give them a warning then kick & tell the helm why.
Fighters & SRVs
- The settings of those should be saved per player per vehicle type, not per vehicle. If I join a ship, launch a fighter, I have to set up my setup, & if the other crew member goes in the fighter then he might undo my setting to set his own. This will also benefit a single player as the settings of SRV A is synced with SRV B ( & some for fighter types).
- Add navigation in panel 1 similar as in a SRV. It is really useful to know the center of a location, definitely as a explorer who uses their fighter as a remote flying vehicle instead of risking your main ship.
- Share sensor data. If it’s possible to have a data stream to control a fighter for over 30km, you can also do this for the contacts & their location. Fighter sensors are really small for how fast it goes & it’s not fun that you need to scan each target separately. Do this to for wings. Maybe also show their range on the scanner so the player knows this data not from their ship.
- When switching to a fighter & back or otherwise, the other ship forgot the last given command.
Crew
- When the power distributor is disabled & you switch to a fighter or SRV the crew member will magically change the pips but not enable the power distributor or put the pips back where they were.
- Crew should not cost when not in use. Keep track (like in multicrew) what they helped with & profit share that.
Docked
- Allow outfitting. Really annoying that you can not even do a small engineering. Just update the ship data after outfitting or engineering (or leaving the station) & inform the crew. Maybe even allow ship change & again inform the crew, (maybe give option to leave). When not enough crew seats give the helm the option to kick a crew but maybe inform the crew first because some1 might leave on their own.
- Tell the crew what the helm is doing: trading, mission board, passengers, … It is boring just sitting there waiting & it has happened more then a few times that I sat in their ship while they travel to a station then to sit there for like 5 mins & then they end the multicrew session.
Fighters & SRVs
- Add option to outfitable SRVs & fighters instead of only presets. Don’t remove the presets. It’s nice for players who don’t wanna yet outfit something else. Aswell to tell helms what fighter you wanna fly in. As far as I understand, the fighter bay holds a blueprint for it & the needed resources to build a few more.
- Add option to engineer SRVs & fighters. If possible with big ships then why not small ships?
Stations
- Making stations somewhat procedural. So they slightly differ from other stations with the same economy.
- Improve NPC behavior around big stations.
- Small chance to get extremely low fps, exiting to main menu & going back fixes it. Sometimes you need a game restart. (Maybe VRAM related.)
Asteroid station
- How can a asteroid station be made out of such a large asteroid but nowhere else in the game can you find large asteroids.Docking
- Blocking a landing pad should not be illegal unless it is in use (meaning some1 is on the pad or is in the process of docking.
- Have a proper impact warning for flying through the gate.
- When landing gear is deploying or deployed make the max speed 100, not more or less. This will make it easyer for fast ships to land/dock as well slow ships won't be super slow.
- When having a route set, the compass doesn’t point to the docking pad.
- When near or above landing pad, show angle lines like on planets, so for big ships it is easyer to dock level.
- Add a docking queue instead of denying without giving a reason.
Docking request
- The button (in contacts) to request docking only works once, then you have to fiddle with it to make it work again.- A button (keybinding) to request docking at the nearest or selected station/target.
Or
- Flying near a station should auto request docking.
Or
- Flying in or near the entrance should auto request docking instead of getting shot in 1.5mins.
Docked
- Have the pad moving thing change direction at any time. Instead of needing to wait for it to go all the way down (or back up when you forgot something in outfitting).
- Allow for take off without lowering or turning. Not in gateways but on planet stations & mega ships (like on fleet carriers).
- A cancel launch option.
- Can’t abandon cargo when hatch is offline even though docked.
- Option to pay fines automatically. Maybe with a limit.
- The price to refuel the reservoir is always 10cr, which is incorrect when you only flew for 5mins.
Outfitting
- Remove delay when buying or selling hard- or utility points. It’s ok to have a animation but not when it’s waiting time. Maybe when you exit outfitting before it is finished “removing & installing” the new things you have to wait before you can launch or move up. Add this as a delayed option, meaning you can press the button to launch & move up but it will wait to start moving/executing till fitting is done.Undocking
- Make next route auto select when the station is selected.Planets
- Add caves.Vehicles
- Add auto landing. Sometimes it is very difficult to find a spot to land, there are no tools to help with this.
- Add deploying/dropping SRV from the air. This will make it a lot easyer instead of landing or just finding a spot to land. Make sure to add a safe high relative to the gravity & maybe add a auto drop mode that will do the descent for you. This will be very cool.
- Fighters can’t land, despite having landing gear and NPC land with it. This might be a cool way to land or get picked up as a Odyssey player.
- Add option to deploy a fighter like a SRV. With no distant limiter (from the mothership) and I could do lots in it. It would be cool to do stuff on planets like this. & you respawn in your ship just like when your SRV gets destroyed.
- Allow fighter deployment lower to the ground. Just change the launching speed.
Planets stations
- Option to rent a SRV (even when no bay outfitted).UI
- UI to be more consistent with colors.
- Having the custom color theme apply to all UI.
- Images never modify my custom color theme or make a separate option for them.
Bottom right popup
- (Maybe) remove it, it’s not inline with the rest of the “immersive” menus, except on full screen menus like the galaxy map.
- Fix it to the viewpoint, not to the ship, turning the ship makes it look weird. (Don’t do this for VR, or make sure it is enough in the center.) (++ Have not tested it yet.)
- Make it more transpirant or not obscuring important ship info.
Panels
1/Transactions- In the list of all it says the max amount of missions you can have is 24 & not 20 like the actual limit.
2/Chat
- After a certain amount of (chat) messages the icon of it stays lit/marked (like when you are on that tab). /clear fixes it.
- Sometimes (idk the cause) there is a “!” icon on it, & it doesn’t go away. Going to the main menu fixes it.
VR
This game is very cool in VR. Not only can you see how far things are, it also gives you a great sense of scale. (++ Not double checked yet.)- VR feels quickly added & then forgotten.
- Things look different per eye:
- Shadows. I think this is ambient occlusion.
- Exposure. Really not fun when 1 eye goes almost black & the other doesn't.
- Can’t use VR controllers. I can use the keyboard or hotas. This game has 2 handed controller support , so you can adapt that to the VR controllers.
Camera
- Max camera distance (from your ship) is to short on planets (only 500m instead of the 3km in space).
- Cam gets obstructed to easily (made blurry).
- When the camera is obstructed you can’t move it anymore, so you have to leave (& try again) or attempt to move your vehicle.
- No free cam inside vehicles. Why not? Let me decide the angles.
- No custom presets. Cam locations & cam settings.
- Add alignment button with gravity.
- Add alignment button with Milky Way.
Galnet News
- Add audio play speed option.
- Allow intro to be skipped (when opening it).
Combat
- Make it so that the drivers are always the second subsystem in the selection order (for all ships). & maybe have the internal modules before the optional, this way the order is more fixed/similar across ships/vehicles.
- Remember selected subsystems after target loss (including switching, sensor drop by heatsink, manual deselect, supercruise enter/drop, hyperjump,...)
- The “new” over g pass out feature is annoying. If you keep it, add a “fly limiter” so we can’t turn over g. Also display the gs.
Conflict zones
- When you fly to far from the center of the zone (like 30km) (while changing a 0% drivers enemy), the ships despawn & so do the additional ship objectives. Meaning you can not finish them.Normalcruis
- Boosting when target speed is 0 should result in dedicating that power to stop moving. If not all the power in the power distributor was needed then don’t use all of it. (Or do this when holding the 0 throttle/handbrake button.) Again add a option to not use this feature.
- Add a velocity indicator. Sometimes I find it hard to figure out which direction my ship is drifting.
Supercruis
- Dotted or dashed (star) orbit lines for binary (or more) obit bodys.
- Proper deacceleration for low G planets.
- Add a "Attack vector" (kinda opposite to the escape vector) when interdicting some1. Make it easyer to see the center & circle you have to aim at. (Maybe or fix nightvision.)
- Fix nightvision: Make the range infinite, now it only works a few km away. I can’t look at the dark side of planets from slightly far away.
- Retarget when a lost contact that was selected reappears. (Same for low heat stealth targets, works in CQC.)
- On target loss, remember place in the contacts, so you don't have to cycle through the ones you already cycled through.
- Turning in big ships is painfully slow. So slow that you will orbit your destination target for a while when on 75% speed. The optional turning should have a range of 50-75%, (not just 75%). Or maybe make it optimal for all below 75%. Maybe the turning speed should be linked to the thrusters abilities.
- When you move to fast the collision lines for bodys should always be shown, not only when on collision cruise.
Planets
- When you are going to fast to enter orbital flight, it drops down & you take damage but when you manually drop down (within safe speed) before that, you don’t take damage? Not only that but on non landable bodys you can get closer with the high speed & often the orbital flight radius is so large that you should be able to just fly faster then 200 km/s through it.
- When you are going to fast to enter orbital glide, it drops down & you take damage but when you manually drop down before that you don’t take damage? It should just fail to enter orbital glide & just drop you down without damage (unless faster then 1 Mm/s) or just enter orbital glide. If dropping form <1 Mm/s to 50% of your normalcruise speed is possible, then from <1 Mm/s to 2.5 km/s should be to.
Surface scanner
- Remove (transition) delay that prevents keypresses from being recognised. The animation is ok but not if it holds back commands.
- Allow speed control or don’t enter when to fast.
- Can not scan(/probe) rings of white dwarfs. Can not get close enough.
Hyper jump
- While hyper jumping, allow me to do things in menus like normal. I know it might stutter a bit because the game is loading, but I am fine with that. Rather that then not able to do anything.Trading
- Number input for amount to buy or sell.
- Max/all button when buying or selling a specific cargo. & Button to buy needed amount for mission.
- Sell all button with overview & options like deselection.
- (Maybe) Buy all for missions with overview & options.
- Pressing enter on the amount selection thing should also confirm the trade.
Market compare
Needs to be improved in general.- Hide fleet carriers from the “search market” or at least the option.
- When going to the selected compared station, maybe use the last visited station.
- Add the option to use bookmarks.
- After putting in a system in the search & applying a station, you can not apply the search system thing again.
Galaxy map
- Remember position when coming back from a system map.
- "Open system map" key opens should open the selected system & not the current system you are in.
- Allow "Recalculate route" allways (incase when it fails to detect a change, like it does now when changing filter).
- Remember "Apply filter to route" for each filter.
- (Maybe) Always show "Apply filter to route" at the bottom, even when not at the bottom of the list.
- When clicking a filter category, also select the last used filter in that category.
- Fix the lag/freeze when selecting certain systems (like Colonia).
- Add more star class filters, maybe add a expand button (for the star classes that need it) & the more options appear like a tree menu. Why? I think this is needed because the codex collecting needs specific types of a specific star class like the white dwarf.
- Make it stop moving to a place when the user moves it themself. Now when you click a system it will move & focus on that system but sometimes I don't want that, or I miss clicked & then I miss click again, or it's very long & it takes forever to stop, I just want to stop it.
- (Maybe) Reduce the time it takes for the camera to move to a selected system when it is far away from the current camera location. Maybe make it a fixed speed or have a max move time so it does not take very long.
- (Maybe) Add a filter “Discovered systems”. Filtering out systems where a commander has already been.
- Option to have certain filters to always on, (even when not visible or maybe combine them in the view to).
- Don’t render nebulas when the camera hasn’t moved for a while but use the render as a image.
- Ingame option for star amount, known as “StarInstanceCount” in the “GraphicsConfigurationOverride.xml”.
- Option to focus on current location instead destination. When you have a system selected & open the galaxy map it opens there, but I rather have it open at my current location.
- When the route is recalculated it forgets the destination body.
Improve route calculation
- The algorithm feels slow, seems not optimal, & sometimes fails. Sometimes a route to A is 3 jumps (from the first neutron star) while the route to B might not even use neutron stars or less then the route to A resulting in often twice the amount of jumps.
- (Maybe) Remember route on game restart.
- Allow for wait-/checkpoints in routes.
- Fuel: The lower your fuel the larger you can jump, but the route planner doesn't account for this. (I see why as if you refuel a fuel scoop it would be wrong, so) Make it auto recalculate the best next jump before jumping again. Add a option “Auto recalculate route” in case the player doesn’t want this.
System map
- Selecting a fleet carrier in the list scrolls the list to the top.
- Stations orbital data is missing.
- Can not view ring data on stars.
Bookmarks
- Add asteroid stations to the Stations filter. & remove from system filter.
- Give asteroid stations a unique icon like the other stations.
- Add (user makeable) folders/groups. If you add folders make sure it has tree support (otherwise folders are pretty useless & tags might be a better idea then).
- Add option to hide bookmarks from maps or the “quick” list (on galaxy map above the star filters).
- Add right click options to the “quick” list.
- Display bookmarks in normal case, not just upper case (nor just lower case).
- Add Engineers tab.
- Allow hold click to work in Manage Bookmarks, just like on the quick list.
Missions
Mission board
- Remember deselection for factions.
- Add right click to deselect a faction
- Add filters like hide team missions, threats level slider (min & max), or illegal, …
- Add filter for mining.
- It is incredibly obvious that (mission) enemies spawn behind you in supercruise. Also everytime you drop down or go in supercruise it rolls a chance for enemies to spawn or the mission to declare they are after you (meaning soon they will spawn).
- When you have many missions with enemies coming after you, it is very hard to fight them all at once. & very annoying to need to do multiple interdictions in a row.
- When you accept a mission the order of the remaining missions gets somewhat randomized.
- Allow mission rewards to be collected wherever that faction is present.
- Many mission types don’t have the mission depo feature & mission icon in markets. Like donations missions, cargo stealing, scavenge, …
- Credit donation missions should be instantly completed (& be able to accept them when having max amount of missions).
- Canceling a delivery mission without picking up any of the cargo still gives you a fine.
- Fix multiple missions asking for the same & sometimes making them uncompletable. (Like in Colonia to scan megaships.)
Missions bonus
Time bonuses are very flawed:- You only get it when you hyperjump in the system & all you have to do is fly & dock at the station.
- This means you can’t go pee or afk or so (to get the bonus).
- You can not go do other bonuses like killing enemies (to get the bonus).
- The trigger points are obvious & because of this you can get so many bonuses.
- Add the time bonuses before accepting the missions (in mission details).
Passengers
- Add mission types (transport, visit)
- Add filters like not criminals, terrorists, distance limit, …
- Maybe also add a “bus stop” option, like: “I arrive, I'm going there, who will ride with me?” This can be system based & station. This should not be a filter but constraints to generate missions, & the current station & choses detonation determines the amount (of missions) & the reward.
Engineering
- Make the improvements & disprovements in sync. It makes no sense that there is a preset disprovement everytime you apply a new grade while the improvements don't have this.
Engineers
- Why do engineers stations not have a economy? You are not telling me that the engineer funds the whole station & no1 living there ever had the idea of making a business.
- (Long time since go, not reconfirmed) When you go to a unknown engineer station, why do they shoot you on sight???
Limpets
Limpets are in a very annoying state right now. It is really annoying that you need to get 80% cargo space filled with limpets when planning on doing anything with them. If you take to few, you probably go home without a 100% filled cargo space. & if you take to many you have to jettison them, but not all at once or you might need to manually scoop them. Then you also need to blacklist them or they will be collected again. But then don’t forget to unblacklist because they might be useful in the next scenario.- When you have (accidently) a collectable target selected, & deploy limpets, they will collect that first & then die. Wasted limpet, super annoying.
- Why can’t you spam launch limpets, or queue them?
- Add refueling or reuse limpets mechanic, insead of having it just die, or leaving them on a asteroid.
- Make the pathfinding better, sometimes they get stuck or keep flying in front of my ship when I move slightly to fast. Do they really need to make that upside down hop underneath the ship to get to the cargo bay?
- Make limpets prioritize targets. Or add a button in the contact list to prioritize that contact.
Colonia
- How can it be that there are so many ranked locked ships there. You can’t buy them anywhere there, & seeing the traffic in & around there I doubt NPCs travel legit to there just to get killed by a player. Same for assassinations, how can there be so many Federal Corvettes to kill?
- How can the Thargoids be on some1s tail there (said by a informant)?
Arena (CQC)
I really like CQC. It’s a cool format but: (thanks to fighters I can now do it somewhat in the normal game mode)- It’s dead, nobody plays it. You can’t rank up because of this.
- Unbalanced: Higher ranked players have stronger & better gear.
- The lag makes it look like you are not getting hit but the server says otherwise.
Cosmetic Ideas
Custom coloring
(Disclaimer: I hate in-app purchases. But if the items don’t break the multiplayer & skill parts (like decor items) I don’t mind others funding my games. If you use these ideas; rewarding me, even a little would be nice.)Allow custom color on designs, like how Euro Truck Simulator 2 (ETS2) does. Have unique skins where you can customize each color separately using RGB (& HSV) values.
- Sell or add skins (like ETS2 does) where some of the skins' colors can’t be changed (or only with premade themes) because they are pictures/paintings/artwork (like you can change the breed of the animal in this pic).
- Sell (or add) unique skin/patterns, where you can customize the colors with RGB values. Like you do now but why sell each color/theme separately & not even include what I like. (If you add this I would refund the duplicates. Also keep the themes & use as a preset. Some people rather buy a pattern with presets then messing with colors themselves.)
- Allow custom emission colors (or sell the option to use this). Idk if it’s a good idea to allow this on every pattern or color slot but freedom would probably be nice.
- Custom color for your assigned landing pad.
Future/additions
Station
- Add a new station with a fly through design, kinda like a fleet carrier but circle like the gateway stations.Landable Planets
Water worlds
++Lava worlds
++Player base
I like base building. I know there are lots of players and as the fleet carriers have shown, it will spam the maps. But it doesn't need to be all public. Maybe have it be magically hidden. Only reachable when you have it as your destination target (or when you are the owner).Fleet carriers are the closest thing now. But it doesn’t have a economy other then for its fuel & storage.
++
- You already have something like a base (fleet carrier), allow us to modify it, more then just modules. Like Minecraft, or Space Engineers. There are even games that give more freedom then block or grid building, like Fallout 4 (settlement building).
- Different types if bases:
Police job/missions
++ The quick version: Bounty hunting but in a squad with NPCs. Maybe you get to rent/borrow a security ship. You get a response request like the security NPCs would get, so instead in supercruise of undiscovered signal, needing to scan it to see if it is what you want. The signals pop up from already identified. Should also work for players then need help. Would be cool if your savior/support is a real person.Right ship icon.
Show very near objects & ships & so. So when you get stuck you can see how, this should make it easyer to get unstuck.- (Maybe) make the icon appear green. As you are allied/friendly to yourself.
Custom cosmetic
- Allow me to make my own paint job or bobble head and so & use them. & give the players the option to view other players stuff or only friends and so.
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