The QoL List

Last but certainly not least.....STOP GIVING COMMODITIES AS MISSION REWARDS!!!!!! All this does is force the player to have a cargo rack just to accept the mission. Horrible execution. It wouldn't be nearly as annoying if we could just ignore the commodities and take the mission if we had no cargo racks, but alas....
Edit: Even if you do have the cargo space, sometimes you forgot that you have 4 tons of annoying useless rubbish in your cargo hold until the NPC pirates annoy you for it and waste your time.

Oh god ... this ^^^^^^^

Or (and this won't be popular but is perhaps the intention) ... re-instate use of these commodities in engineer recipes BUT ... implement module storage.

** takes cover behind a large salt proof rock **
 
I lied about the one feature.

I want to talk about ship lights:

Ability to turn off cabin lights. I want to fly in the dark when in deep space.
Ability to turn of proximity warning lights/siren... It's bloody annoying when ground hugging.
Have an (optional?) ship spotlight that follows head tracking (POV). It's really annoying flying in the shadow of a space station but only being able to see ahead.
Ability to turn of light augmentation when on the dark side of planets. - It used to be really creepy in the Pleiades when searching for barnacles and they stood out against the dark landscape. Now, with everything dully lit, it's hard to find anything and quite pedestrian.

By God, yes!
I want to be able to turn of both external and internal lights. [yesnod]
 
- re-instate auto-merging of multiple successive forum posts

Edit: damn, ninja'd by Infidel Deity and had my joke ruined
 
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Too many excellent suggestions in this thread...

OP... Do you think, since you're interested, you could collate some information in the first post?
This thread is likely to ramble and repeat after page one.
Will give it a go, but no promises. Lots here.
 
Ability to filter for MORE than ONE thing in the galaxy map.

The things we have are great, but I don't just want to filter for systems at war.

I want to filter for Federal Systems, at war, which have a democratic government currently in control, with a refinery economy, a Class M star, and a population above 3 million.

I can only select one of the above options currently, lemme refine my search!
 
Being able to see all modules on all docked ships, AND being able to swap between them all.

With 10 + ships at a station sharing guns and modules it can take up to 10 minutes going from 1 to the other, taking stuff out then moving to another shop to put back on.
 
Implement Blocked Lists - someone does something you don't like, add them to your Blocked List. You'll never be in an instance with them again. Follows the person, not just their current CMDR, so if they wipe their save you'll still never meet them again.

The mining improvements suggested above are desperately needed.

Add the ability to put multiple small modules in a larger sized slot - having a ship's smallest slots being larger than size one is just plain silly. No one at a real ship design company (who's going to still have a job tomorrow) would design a ship that way.

Engineered modules (or at least modules with engineer-a-like improvements) available to buy. Module manufacturers would quickly replicate the popular 'Engineer' improvements and make them available as special options - for a fee of course - but there would be no randomness involved in the results, you'd get what you pay for.

A proper crime and punishment system - one that dissuades griefers from griefing (and most especially dissuades them from joining private groups in order to grief their members) - loss of Pilots Federation insurance cover and its special ability to replace the Engineered modules of destroyed ships, should do it.

Because of this we would also need...

A proper crime and punishment system - one that dissuades combat loggers from combat logging - a minimum 120s exit time if you try to exit in any way while under attack, during which your ship just sits there being shot to pieces, should do it.
 
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Already in the list but I really have to +1 it. Ability to set a waypoint at given coordinates on a planetary surface and fly to them, using the current targeting indicator 'yellow circle' method just as if we're flying to a base. It's still incredible to me that we had to wait ages to even get a heading indicator when in orbital cruise but simply flying to a designated point needs to be simple.

Before anybody starts going on about how 'easy' it is now, I can read a compass and understand headings just fine but this is a game and the game has a mechanic to make this straightforward, so lets just use it. All the wannabe Magellans can still refuse to touch it and fiddle with their sexants to their hearts content.
 
A proper crime and punishment system - one that dissuades combat loggers from combat logging - a minimum 120s exit time if you try to exit in any way while under attack, during which your ship just sits there being shot to pieces, should do it.
Worst... Idea... Ever...

Heard of connection issues brah?
 
A clearly defined route to materials,through missions that relate to the item you need.
FSD upgrade? Head to HIP 999 cmdr we have downed anaconda that was carrying x.
More game play less RNG.
Material storage at the engineers bases.

Waypoints in the galaxy map.

Bookmarks on planets.
A system that leaves a permanent POI when x amount of people have visited.

The ability to check the markets and outfitting of any(visited)station from the galaxy map.

A Sidewinder in an Anaconda. The ultimate exploration setup.

Planetary combat.

Buggy's in multi crew.(What do we want?Buggys in multi crew!What don't we want? Bugs!)
 
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I would, very much, like to see a removal of all artificial hindrances. [yesnod]
They are just dumbing down the game.

Like the blue dot disappearing below 2 km or so.
Waste of cargo space, because computers and scanners can't merge or be put in the same room.
And so on.
 
I lied about the one feature.

I want to talk about ship lights:

Ability to turn off cabin lights. I want to fly in the dark when in deep space.
Ability to turn of proximity warning lights/siren... It's bloody annoying when ground hugging.
Have an (optional?) ship spotlight that follows head tracking (POV). It's really annoying flying in the shadow of a space station but only being able to see ahead.
Ability to turn of light augmentation when on the dark side of planets. - It used to be really creepy in the Pleiades when searching for barnacles and they stood out against the dark landscape. Now, with everything dully lit, it's hard to find anything and quite pedestrian.

+1 to all of these. Would also like the ability to turn on/up the lights for dark cockpits (FAS especially).

Head-tracking spotlight? Oh yeah! Add to that the ability to select and resolve signal sources via head-tracking without having to point your ship's nose at each one.

Would love to have more true darkness, though also with optional low-light modes (light enhancement, IR, perhaps electric field proximity sensing?) to make them more interesting.
 
Head Tracking reticle used for scanning purposes. That way you can look at a planet as you are flying by and scan it. Or in combat you can have your weapons target one ship while you track and follow another.''

The Ability to store as many materials as you would like.

In game HUD color changes and options.

Built in EDSM

Built in Ship Builder.

In game web browser plugin for HMD users. (Access the Internet while playing the game.

Movable/adjustable HUD components. Like panels on screen info. Like planet xy coordinates not being visible on anaconda because of new light based paint job.

Assign different weapons different weapon colors on same ship.

Real numbers when engineering instead of things like optimized mass and other such things that make no sense.

External shipping dock for large ships in locations where only small pads are available on the platforms. See star treks construction bays. Mostly open to external space.

Individual object manipulation. pushing buttons, activating lifts and whatnot

Individual asset manipulation. Pick up items, manipulate items.

The ability to send a ship to a location before you bother traveling there.

Science modules for measurement, experimentation, information database, and access to an in game notepad.

I can add many many more, but we would need to have space legs first.
 
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