Your Quality of Life (QoL) wishlist

With FD focused a bit on QoL features, I want to use this thread for the forum community to describe their QoL wishlist items.

Let me baseline a few basic parameters.
* The objective is for a list of features that would improve your engagement with the game or reduces frustration.
* The desire implementation of you feature should not affect game balance, not be exploitable, nor negatively affect another person engagement or frustration level without their consent (e.g. people can opt-out).
* Shouldn't be complicated. Should be easy to describe and should appear to be simple to implement.

Three Examples using current hot topics:
* Ship transfers sounds like a good idea. However, implementation of instant transfers that does nothing to appear to be bounded by the known jump capabilities and limitations may change game balance and perhaps exploitable.

* Ship naming sounds like a desirable and simple QoL feature with known precedent implementation in commander names. Narrowing down to scope to just labelling your game assets (assigning names to in-game assets like ships or modules) at client-side looks simple enough.

* Autopilot sounds like a good QoL feature. Like Docking Computer, which has a limited functionality, the discussed functionality is the ability to plot a jump route and then automate the manual mechanics of system jumps. Automating fuel scoping and other 'advanced' automation were discussed.
 
Walking around ships, stations, planet bases and planets in general, I want to visit the habitable rings some stations have, the rotating ones and rent my own apartment there, I want to be able to remove my helmet on Earth like planets with similar atmosphere, I want all the features that makes the game like a real life simulator set in the future, why not ? planet and asteroid personal hideouts , I would build mine on a planet and store my ships, modules and resources in them + pretend that's my home in space, I want to furnish my ships, name them as well as bases, I want to be able to furnish my home, other than this, the incoming features like passenger missions, npc crews, npc wings etc ... I would also like to be able to board and attack enemies inside ships, maybe this one will be there as soon as walking is implemented with possibility to shoot ... I would also like to do commerce with other players, money and cargo transfers at space stations, maybe they should create a market for players to exchange their stuff.
 
Sorted by priority top to bottom:

- button to switch turrets and gimballed weapons from tracking to fixed behaviour
- support for two-staged triggers on hotas setups
- ability to assign a button for MC spinup, without firing
- information of all scanners shown directly on the main hud, alleviating the need to look into side menues
 
Preview of the star type in the cockpit HUD.

Loading the galmap to check if next star is scoopable when you only have enough fuel for one (long) jump left always breaks the exploraflow™ for me.
 
I did a lot of bounty hunting and tried some pirating missions (steal X units of something from another ship), but there's just not enough time to scoop (or steal with collector limpets) more than 5 units of whatever before police ships come. I know I can set "report crime against me" to off, but what about the ship I should steal from. FD shoul really implement another module like for example comms antenna to destroy to prevent them from calling for help. Would such implementation even help?
 
A game option to enable/disable the brightening of planet dark-sides as you approach surface. IMO this as a supposed simulation of galactic ambient light is over-done and immersion-breaking, or alternately as a cockpit 'feature' requires more finesse.
A partner QoL feature could be to increase brightness of ship lights/to implement a 'main-beam' setting as with SRV lights.

Minor thing you'd imagine since this has had a number of tweaks since Horizons was released.
 
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Yeah. Commodity storage - preferably only for engie stuff though.

Some way of clearing the comms window of messages (the DIRECT/LOCAL thing) - or some kind of adjustable timeout. The messages sit there for too long IMO and annoy me - I don't need to be reminded I've left the no fire zone of a station I left 10 minutes and 5 systems ago and it uses a big chunk of the screen.

Materials persistence (when floating in space) - It'd be good if it was adjusted for time AND distance so if I'm about to scoop something then it shouldn't just vanish because of a timeout. If it's say > 1km away fine, but not 200m. That's annoying.

Autopilot? Yikes. Is this a serious thing? Hmmm. Well I won't use it, but I guess if other people want the game to play itself well good luck to them! ;)
 
Limpets that dont explode when someone leaves the instance.

Cargo limpets should have 2 modes, 1 that already exists, grab everything and a programmable mode where the drone will pickup all of selected type. Once that type of canister is gone from the range you can reprogram until the limpet dies.
 
Space flight. As in, full freedom of movment.

I appreciate that modelling real momentum would require a three-variable formula, and modelling kinetic energy requires up to four variables, and we're only three years in, with limited development resources and the technological constraints of current hardware and all that, but i'm holding out for the day FD or some clever modding team takes ED to its conclusion and just allows gameplay, flight and combat styles to emerge naturally from an open and free environment, rather than the current hand-holding micro-managed kindergarten sports day.

If someone prefers to pitch and roll away their freedoms of movement in some deluded Jonothon Livingstone Seagull fantasy, good luck to 'em, but the rest of us should reserve the right to yaw and pitch our mouse cursors right over them and show 'em the left button. Because fun spaceflight and combat demands full & unfettered freedom of movement.

Can't have one without the other.
 
My very favourite : ship naming
What I feel would make the game better : fix the multiplayer bugs. I don't even play in wing that often but I mined in wings for Jaques, and the sheer amount of bugs (some very old) was embarrassing.
 
For mining:

The ability to filter what is accepted by the refinery so i don't have to continually vent Indite, Gallite, etc

If I mine osmium, then find Painite, let me eject the osmium without the collectors trying to bring it back

For those with more than one account, an easier way to switch accounts
 
Space flight. As in, full freedom of movment.

I appreciate that modelling real momentum would require a three-variable formula, and modelling kinetic energy requires up to four variables, and we're only three years in, with limited development resources and the technological constraints of current hardware and all that, but i'm holding out for the day FD or some clever modding team takes ED to its conclusion and just allows gameplay, flight and combat styles to emerge naturally from an open and free environment, rather than the current hand-holding micro-managed kindergarten sports day.

If someone prefers to pitch and roll away their freedoms of movement in some deluded Jonothon Livingstone Seagull fantasy, good luck to 'em, but the rest of us should reserve the right to yaw and pitch our mouse cursors right over them and show 'em the left button. Because fun spaceflight and combat demands full & unfettered freedom of movement.

Can't have one without the other.
What?
 
1. Autopilot
2. co-pilot NPC that can pilot and navigate
3. live market and system data outside your current system
4. In system haulage by NPCs
5. Hiring NPCs for haulage and mining

...actually now I think of it a number of features employed in the X Universe games (which David Braben doesn't give proper credit to)
 
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* engineers: just donating mats to increase rep instead of doing the click-voyage of making a module, discard it, make it again, discard it...

* key-bindings: give us key-bindings for module and engery pre-sets (pips and power-config for modules)

* mining: checkboxes for things to auto-vent

* key-bindings: give us hot-key for switching turrets modes
 
A Universal Cartographics directive for exploration and gathering data, and expansion of exploration in general.
By expansion of exploration I mean with mechanics already in-game at this time.
Examples:
-Increased bonuses for scanning stellar objects of interest 100,000's of Ls from main star (i.e. Linked to distance from drop in point).
-Increased bonuses for scanning ALL bodies in a system, not just the currently lucrative ones (must be more desirable for a data gathering body like UC)
-Ability to view all your 'first discoveries' on the galactic map.

The UC directive would just make it clearer to see what you get for what kind of scans, but could also (in future) be dynamically updated for time-related special bonuses for certain kinds of data or scanning specific areas of space.

I'm out exploring at present and just find myself reflecting on these ideas again and again.
 
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