a few QOL and odd things...

Queue system for busy starports/ouposts:
this should be fairly self-explanatory as things are we have to sit there repeatedly hitting the request in the hopes we strike at the magic moment, which i find to be just obnoxious having worked in the hospitality business for more than 20 minutes.


Matte black hud backdrops:
it is beyond my understanding why anyone thought it was a good idea to implement the hud elements in its current state, if anyone has not experienced opening the navigation panel only to realise it isn't legible and needing to turn the ship around until the local star is perfectly placed... well then i'm guessing that person hasn't really played the game for more than an hour.
what's with the whole decision to have the dashboard polished to an almost mirrored finish for the likes of the clipper for example? idk
feels like a matte black bg for such elements would help to make a lot of the information actually accessible when required.


Pop-out hud elements:
whilst thinking about the hud, another thing to suggest is the option to remove specific element from it and/or have them pushed to another display such as another monitor, smartphone, tablet or even a smartwatch these days.
my decision to include this suggestion is 3-fold. 1. prevent easy stream sniping for those that don’t find this behaviour fun gameplay, prevent the afore mentioned glare making elements pointless and cleaning up the dashboard for those that find is messy.


Holo sharing:
i think (and initially expected) there to be an option to share holos to our friends for those that don't want to spend to time creating them or don't have the aptitude to get them looking "just right".
i initally thought this was an option because i saw the livestream where someone was kinda delighted at having seen themselves as a holo for the first time, this heavily suggested someone else made it but it turns out this isn't an option which leaves to wonder if the fDev team was ignoring the TOS condition about not sharing an account or if this holo-sharing option is only available to those that work for Frontier.


Proper computer/system info integration:
i find it unbelievable that in this day and age we need to refer to third party tools to search for things like planets we've discovered that have selenium for example. there are so many optional ways to view stats that aren't being utilised, first discovered planet/star/blackhole etc, closest, furthest, biggest, smallest, shortest day.
i thought this was where the codex was going when that was talked about being introduced and i was rather disappointed to see what it actually did for us regarding our exploration data.
as things are we can view stars that have either been visited or not visited via Galmap and that is about it.


Cancel launch option:
surely i don't need to explain anything about this one.


Reduce scanning time:
waiting for bio and geo locations to resolve themselves in the fss takes an undetermined amount of time, for me at least it seems to be around 0.5 - 1 second per site, it is rare but annoying to wait for over a minute for these numbers to resolve and as things are i've taking to simply "moving on" to other planets rather than wait indefinitely, no doubt missing many things i would otherwise have liked to have known about, possibly raxxla.


Srv targeting reticle fix:
it always aims just too low to fire on outcrops and such, surely this is a simple case of giving us a spanner so we can tighten that lose bolt or nut every few hours.


Auto complete system scanning:
surely this shouldn't be a thing? as it is if we drop into a "system" with just a single star the computer tells us it's been 100% scanned, how does the computer know there aren't more objects before we've even honked at it?


Wing missions illegal cargo:
as it is if we accept a wing mission from someone that then goes offline for whatever reason we can be left in the impossible situation of having illegal cargo in our holds with nowhere to drop it off and being hunted/shot down by the local constabulary.
it's not simply the illegal cargo that is awkward about this situation but the way we can't hand them in.

Speed lines pls:
i find the lack of option to turn these things off almost reprehensible, they're all but useless imo... ok scratch that, they are totally useless imo, please add an option to turn them off. they don't even appear to be a hud element.. incase you're wondering what i'm talking about these are the vertical lines that move horizontally to the left and right of the ship when in supercruise. i believe they're supposed to somehow represent the ship moving forwards and have been left in and forgotten about since the days before we had thing that actually represent this such as the speedometer and spacedust.
 
allow keybinds across modes on firegroups without "conflicting" popup:
as it is we can, for example, have a firegroup with scanners and lasers set to the same key. this is possible bc they don't conflict, each requiring to be in a different mode to be triggered. it does however result in the commander being hud-spammed a message stating they're using the wrong mode. combat/analysis modes and flight modes are examples of this.

too many loading/splash screens:
the old loading and splash screen are quite uselessly still being promoted as part of the startup process, this makes the initial loading a very clunky experience and while it doesn't effect the gameplay it certainly doesn't go far towards making the user feel like the authors take enough care to be aware of such things, esp when
update ed copyright date: the date still says 2022.

exploration data sharing:
when is the point of the mega-corps buying out exploration data, what're they doing with it all. they're certainly not doing anything sensible with it like making it available for commanders to purchase or really use in any way... why can't we (for example) see that a system is previously explored by navigating to it on galmap?

sco warmup/cooldown ui:
small thing probably in the pipeline already if maybe forgotten about somewhere along the line. we get a warmup graphic for fsd but not for sco, unless i missed it i'd like to see that introduced as a matter of better ux.

bioscan colony count ui:
again, maybe i missed something, feels like there should be a way to check how many scans of a particular bio we've got in the tin without having to be in on-foot mode with the artemis suit equipped.

lower altitude bio map appearance:
why not have the option to open this at lower altitudes?

artemis double scanner slot upgrade:
feels like this would be an invaluable addition.

module compartment expansion:
the option to convert 2 class 4 slots into 1 class 3 would be a wonderful thing.

ui open initial position options:
this would be such a useful addition with so little effect from a coding perspective that i'm having trouble imagining a reason why this isn't offered as a standard option. with the use of many third party programs (such as voice attack) we're able to setup macros to perform multiple steps of menu navigation with a single click. this process is almost entirely defeated by the lack of a standard starting position for the selection.

fix ship auto-landing adjusting angle before altitude:
small thing but honestly may not be as simple to fix as i'd initially thought. when auto landing a ship on a surface the ship will first level out to be parallel with the landing spot, then it'll thrust down rather than towards the landing spot. the result is the ship may go through many attempts while uselessly bobbing up and down.

add sterilisation shower for ship entry with interiors (additional time sink):
can hardly believe this but not that long ago now i actually heard someone say how they don't want ship interiors, they're like the way we can simply black-screen into a ship :/
this got me thinking, maybe we could have both... to this end i think having a reason to use the ship interior is an important point so here's a thing.
the choice could be 1- blackscreen into the ship, by-passing the ship interior gubbins or 2- enter via the airlock or whatever the main door is concealing, go through a sterilisation shower and be prevented from getting shot to death for being a bio hazard next time you're scanned at a planetary colony. some ironing to be done here but the main trousers are there.

add useful extra things for other players in multicrew
navigation: custom routing (ability to set a route with individually picked systems and system body routing)
faster system scanning (an additional fss for multicrew members to access for system scanning along-side the regular commanders scanning, being both used to scan at the same time)
ship combat: sub-target quick select
ship systems: repairs
synthesising
power handling quick swapping/presets
most of the things available to be accessed by a multicrew member doesn't have to be mechanics that can't be offered any other way, in-fact maybe that's a bad idea, quicker access to these options are totally a reasonable thing however. custom uis that can be altered based on the current situations requirements, be-it combat, mining explorations or anything else.

multi-filtering:
being able to filter by population AND main star type/government etc will be an invaluable addition.

filtered system/bodies/colonies etc represented in nav panel:
would be awesome to have some indication of such things in the nav panel, being able to see local unexplored systems (for example) without needing to enter the galmap would save so much time.

add more visual module spaces for fleet carriers (empty slots can be entertainment suites instead):
i feel like the fleet carriers are essentially too empty and many of the services are under-represented by way of having a physically installed section which can be accessed on-foot. the owner has a special room in which they can do absolutely nothing except sit down or not sit down.. so not at all special really. dashboard items purchased in the store could very easily also be placed on shelves here among any amount of other decorations as well as any amount of useful options and services, how about being able to suspend fc services here for example?

fleet carrier system scan and system info from commander seat:
why not have this? seems like a thing that could work well, even having an automated fss for an fc sounds reasonable... the system is fully discovered upon fc entry (perhaps not body mapping)

fleet carrier orientation options:
for those occasions when our fleet carriers jump into a system and are left awkwardly aligned in such a way that the "observation deck" is displaying blank space when there could be so many better options, also feels like a simple thing to add.

fleet carrier tritium depot fill request option:
the current mechanic of loading up a ship with tritium then unloading the ship of tritium is just tiresome and makes me resent paying so much for fc crew to be doing whatever the hell nothing useful they're doing (hanging around in the bar i assume). what's the problem exactly with just having an option to keep the tritium depot restocked? whatever it is there are clearly better ways to do this.

add routing for fleet carriers (automated set to 1 jump per 3 hours):
i do see any issue allowing this, having times and final destination listed for the fleet carrier for anyone to have access to would be too useful i guess... i think it would be good to have such things so we plan, as a commander, if we're wanting to be a particular place at a particular time.
and while we're here what what be the problem exactly with pre-ordering a destination time? i think it should've been standard from the get-go to have the option to set a time/date at which the fleet carrier will jump, then anyone landing at the station can see if they perhaps want to stay there or plan in so many other ways.

add simulation testing for ships and suits:
such a thing could be accessed at particular stations and fleet carriers, make it an additional service even and/or as part of the entertainment suites. so many times i've bought a module or engineered a ship to find it doesn't work the way i'd hoped rather than wasting time guessing at such outcomes we could waste time testing possibilities before committing to purchases. feels like the mechanics are already in place for this and it'd almost just be a case of coding up a new gui. such a small thing with so much purpose.

add ship load-outs swapping ala suit loadouts:
give something more for the crews of the outfitting modules to be doing, we could setup and choose custom load-outs for ships (much like we currently do with suits), and then the outfitting people can just go ahead and outfit a ship according our request.. it could take a while, i'd be happy waiting 5-10 minutes as this often takes me very much longer though in all honesty rather than going for a cup of tea this could be almost instant and doesn't require a time sink.. sould also dimish the amount of space taken up by the current meta of storing multiple ships of the same type preset to particular activity requirements.

seamless multicrew and wings:
i'm constantly let down by the amount of clunk currently experienced during the multicrew/wings gameplay, not being able to perform certain actions if other commanders are on board at a starport for example is just aggravating... after a long time out exploring and having another player joining in (for nothing more than company sitting in a spare seat setup for them with a side-table of coffee and donuts) i find i have to eject them before i can hand in exploration data. this is just one small example of how the multiplayer/group experience is handled and it's a super clunky experience. please make multicrew especially more integrated and useful for all parties involved or just give up on it entirely, it's been years now and this feels like it's a dead-end that needs resolving.
 
allow keybinds across modes on firegroups without "conflicting" popup:
as it is we can, for example, have a firegroup with scanners and lasers set to the same key. this is possible bc they don't conflict, each requiring to be in a different mode to be triggered. it does however result in the commander being hud-spammed a message stating they're using the wrong mode. combat/analysis modes and flight modes are examples of this.
Yes, no, maybe.
I am conflicted on this, the message is annoying when it flashes up because I have multiple things on the same trigger as described but it is useful when I am actually in the wrong mode for what I am trying to use.
too many loading/splash screens:
the old loading and splash screen are quite uselessly still being promoted as part of the startup process, this makes the initial loading a very clunky experience and while it doesn't effect the gameplay it certainly doesn't go far towards making the user feel like the authors take enough care to be aware of such things, esp when
update ed copyright date: the date still says 2022.
Which will be when that copyright was established.

exploration data sharing:
when is the point of the mega-corps buying out exploration data, what're they doing with it all. they're certainly not doing anything sensible with it like making it available for commanders to purchase or really use in any way... why can't we (for example) see that a system is previously explored by navigating to it on galmap?

sco warmup/cooldown ui:
small thing probably in the pipeline already if maybe forgotten about somewhere along the line. we get a warmup graphic for fsd but not for sco, unless i missed it i'd like to see that introduced as a matter of better ux.
Yes, well cooldown anyway. Not essential but nice.
bioscan colony count ui:
again, maybe i missed something, feels like there should be a way to check how many scans of a particular bio we've got in the tin without having to be in on-foot mode with the artemis suit equipped.
Lights on the side of the sampler cannister. Maybe in the system map bio information as it isn't need to know in a rush info but more OK new day where was I info.
lower altitude bio map appearance:
why not have the option to open this at lower altitudes?
Probably the wrong resolution/scale.
artemis double scanner slot upgrade:
feels like this would be an invaluable addition.
Variants of this have been asked for since Odyssey was in test, so a yes from loads of us.
module compartment expansion:
the option to convert 2 class 4 slots into 1 class 3 would be a wonderful thing.
No too power creep prone , especially in terms of reinforcements.
ui open initial position options:
this would be such a useful addition with so little effect from a coding perspective that i'm having trouble imagining a reason why this isn't offered as a standard option. with the use of many third party programs (such as voice attack) we're able to setup macros to perform multiple steps of menu navigation with a single click. this process is almost entirely defeated by the lack of a standard starting position for the selection.
That may be part of the reason after all it isn't just helpful things like VA that would benefit.
fix ship auto-landing adjusting angle before altitude:
small thing but honestly may not be as simple to fix as i'd initially thought. when auto landing a ship on a surface the ship will first level out to be parallel with the landing spot, then it'll thrust down rather than towards the landing spot. the result is the ship may go through many attempts while uselessly bobbing up and down.

add sterilisation shower for ship entry with interiors (additional time sink):
can hardly believe this but not that long ago now i actually heard someone say how they don't want ship interiors, they're like the way we can simply black-screen into a ship :/
this got me thinking, maybe we could have both... to this end i think having a reason to use the ship interior is an important point so here's a thing.
the choice could be 1- blackscreen into the ship, by-passing the ship interior gubbins or 2- enter via the airlock or whatever the main door is concealing, go through a sterilisation shower and be prevented from getting shot to death for being a bio hazard next time you're scanned at a planetary colony. some ironing to be done here but the main trousers are there.
I like the idea of the sterilisation sequence especially if we get ship interiors, but even as a flash screen instead of the black when boarding while not docked.
add useful extra things for other players in multicrew
navigation: custom routing (ability to set a route with individually picked systems and system body routing)
faster system scanning (an additional fss for multicrew members to access for system scanning along-side the regular commanders scanning, being both used to scan at the same time)
ship combat: sub-target quick select
ship systems: repairs
synthesising
power handling quick swapping/presets
most of the things available to be accessed by a multicrew member doesn't have to be mechanics that can't be offered any other way, in-fact maybe that's a bad idea, quicker access to these options are totally a reasonable thing however. custom uis that can be altered based on the current situations requirements, be-it combat, mining explorations or anything else.

multi-filtering:
being able to filter by population AND main star type/government etc will be an invaluable addition.
Yes should be worked towards as soon as the latest map bugs are tamed.
filtered system/bodies/colonies etc represented in nav panel:
would be awesome to have some indication of such things in the nav panel, being able to see local unexplored systems (for example) without needing to enter the galmap would save so much time.
The Nav panel seems complicated enough to me.
add more visual module spaces for fleet carriers (empty slots can be entertainment suites instead):
i feel like the fleet carriers are essentially too empty and many of the services are under-represented by way of having a physically installed section which can be accessed on-foot. the owner has a special room in which they can do absolutely nothing except sit down or not sit down.. so not at all special really. dashboard items purchased in the store could very easily also be placed on shelves here among any amount of other decorations as well as any amount of useful options and services, how about being able to suspend fc services here for example?

fleet carrier system scan and system info from commander seat:
why not have this? seems like a thing that could work well, even having an automated fss for an fc sounds reasonable... the system is fully discovered upon fc entry (perhaps not body mapping)
System scan (honk), FSS and DSS only work in supercruise, carriers don't supercruise as they aren't mere ships.
fleet carrier orientation options:
for those occasions when our fleet carriers jump into a system and are left awkwardly aligned in such a way that the "observation deck" is displaying blank space when there could be so many better options, also feels like a simple thing to add.

fleet carrier tritium depot fill request option:
the current mechanic of loading up a ship with tritium then unloading the ship of tritium is just tiresome and makes me resent paying so much for fc crew to be doing whatever the hell nothing useful they're doing (hanging around in the bar i assume). what's the problem exactly with just having an option to keep the tritium depot restocked? whatever it is there are clearly better ways to do this.
Maybe to ensure that it is difficult to to using a bot.
add routing for fleet carriers (automated set to 1 jump per 3 hours):
i do see any issue allowing this, having times and final destination listed for the fleet carrier for anyone to have access to would be too useful i guess... i think it would be good to have such things so we plan, as a commander, if we're wanting to be a particular place at a particular time.
and while we're here what what be the problem exactly with pre-ordering a destination time? i think it should've been standard from the get-go to have the option to set a time/date at which the fleet carrier will jump, then anyone landing at the station can see if they perhaps want to stay there or plan in so many other ways.

add simulation testing for ships and suits:
such a thing could be accessed at particular stations and fleet carriers, make it an additional service even and/or as part of the entertainment suites. so many times i've bought a module or engineered a ship to find it doesn't work the way i'd hoped rather than wasting time guessing at such outcomes we could waste time testing possibilities before committing to purchases. feels like the mechanics are already in place for this and it'd almost just be a case of coding up a new gui. such a small thing with so much purpose.
Yes.
add ship load-outs swapping ala suit loadouts:
give something more for the crews of the outfitting modules to be doing, we could setup and choose custom load-outs for ships (much like we currently do with suits), and then the outfitting people can just go ahead and outfit a ship according our request.. it could take a while, i'd be happy waiting 5-10 minutes as this often takes me very much longer though in all honesty rather than going for a cup of tea this could be almost instant and doesn't require a time sink.. sould also dimish the amount of space taken up by the current meta of storing multiple ships of the same type preset to particular activity requirements.
No for reasons of the inherent differences between something you can wear and carry in you hands and something weighing 14 tonnes or more that you can fit yourself in comfortably.
seamless multicrew and wings:
i'm constantly let down by the amount of clunk currently experienced during the multicrew/wings gameplay, not being able to perform certain actions if other commanders are on board at a starport for example is just aggravating... after a long time out exploring and having another player joining in (for nothing more than company sitting in a spare seat setup for them with a side-table of coffee and donuts) i find i have to eject them before i can hand in exploration data. this is just one small example of how the multiplayer/group experience is handled and it's a super clunky experience. please make multicrew especially more integrated and useful for all parties involved or just give up on it entirely, it's been years now and this feels like it's a dead-end that needs resolving.
 
"allow keybinds across modes on firegroups without "conflicting" popup::
Yes, no, maybe.
I am conflicted on this, the message is annoying when it flashes up because I have multiple things on the same trigger as described but it is useful when I am actually in the wrong mode for what I am trying to use."

i don't find it useful so that's where we differ, i'm thinking it's obvious you're in the wrong mode when the action you're attempting to perform doesn't happen but some other action does instead :) also if the game can tell i've got something else setup on that firegroup how does it know i'm in the wrong mode every time i use it no matter what mode i'm in (i understand that'll always be in the wrong mode for something but also, i'm always in the right mode for something so...), can't it assume i know what i'm doing :p
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"module compartment expansion:
No too power creep prone , especially in terms of reinforcements."

there ofc are ways i didn't bother to expand upon to remove or eleviate possible power creep, also i didn't mention the inverse of this (splitting compartments into smaller sizes) idk why bit i put it down to my "post-haste"... how do you feel about that as a whole?
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"ui open initial position options:
That may be part of the reason after all it isn't just helpful things like VA that would benefit."

sorry i think i don't understand this reply :/ maybe i do but why not have the option, not saying it should be mandatory :)
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"filtered system/bodies/colonies etc represented in nav panel:
The Nav panel seems complicated enough to me."

feels like introducing a "filtered" icon to accompany nav panel entries would be all that's required with the option to have it on or off, doesn't feel overly complicated to me.
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"fleet carrier system scan and system info from commander seat:
System scan (honk), FSS and DSS only work in supercruise, carriers don't supercruise as they aren't mere ships."

seems like it wouldn't be a conflict as much as it would be a fleet carrier only addition, if we're thinking about that mechanics if how it'd work as areal-life example i'd suggest it could be "only used while in witch-space" or simple that it's a different type of fss that allows for this action, we'd not be seeing it anywhere as a module or actually instantiating it after all :p
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"add ship load-outs swapping ala suit loadouts:
No for reasons of the inherent differences between something you can wear and carry in you hands and something weighing 14 tonnes or more that you can fit yourself in comfortably."

i can't see any negatives to this :/ i know there are inherent differences but fail to see how any of it matters, they're offering different ship loadouts with arx pre-built mandalay for example... i really do think this could be a great qol addition.
 
"allow keybinds across modes on firegroups without "conflicting" popup::
Yes, no, maybe.
I am conflicted on this, the message is annoying when it flashes up because I have multiple things on the same trigger as described but it is useful when I am actually in the wrong mode for what I am trying to use."

i don't find it useful so that's where we differ, i'm thinking it's obvious you're in the wrong mode when the action you're attempting to perform doesn't happen but some other action does instead :) also if the game can tell i've got something else setup on that firegroup how does it know i'm in the wrong mode every time i use it no matter what mode i'm in (i understand that'll always be in the wrong mode for something but also, i'm always in the right mode for something so...), can't it assume i know what i'm doing :p
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Of course it can’t do that it is a warning it can’t just decide to not warn you about something because there is a chance you know what you are doing.

"module compartment expansion:
No too power creep prone , especially in terms of reinforcements."

there ofc are ways i didn't bother to expand upon to remove or eleviate possible power creep, also i didn't mention the inverse of this (splitting compartments into smaller sizes) idk why bit i put it down to my "post-haste"... how do you feel about that as a whole?
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On the whole I think module splitting so we can get more things in our ships is a bad thing as it reduces the importance of decision making about what you actually need to fit.

"ui open initial position options:
That may be part of the reason after all it isn't just helpful things like VA that would benefit."

sorry i think i don't understand this reply :/ maybe i do but why not have the option, not saying it should be mandatory :)
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There are I am told people sad enough to cheat even in games like Elite who might write bot scripts to automate stuff, that would be easier if UI always opened in the same position.

"filtered system/bodies/colonies etc represented in nav panel:
The Nav panel seems complicated enough to me."

feels like introducing a "filtered" icon to accompany nav panel entries would be all that's required with the option to have it on or off, doesn't feel overly complicated to me.
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We differ.

"fleet carrier system scan and system info from commander seat:
System scan (honk), FSS and DSS only work in supercruise, carriers don't supercruise as they aren't mere ships."

seems like it wouldn't be a conflict as much as it would be a fleet carrier only addition, if we're thinking about that mechanics if how it'd work as areal-life example i'd suggest it could be "only used while in witch-space" or simple that it's a different type of fss that allows for this action, we'd not be seeing it anywhere as a module or actually instantiating it after all :p
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"add ship load-outs swapping ala suit loadouts:
No for reasons of the inherent differences between something you can wear and carry in you hands and something weighing 14 tonnes or more that you can fit yourself in comfortably."

i can't see any negatives to this :/ i know there are inherent differences but fail to see how any of it matters, they're offering different ship loadouts with arx pre-built mandalay for example... i really do think this could be a great qol addition.
You are looking at it just as a game mechanic, I was looking at it from the perspective of the game world.
 
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