The QoL List

- The ability to select how close to the main star you drop at. "Very close" is great for fuel-scooping, but a bit of a pain having to go around the star to open the way for the next jump. Having a second option which drops you maybe 5-10Ls away means you should just be able to turn and jump to the next system as soon as the FSD cools down.

- In multi-seat ships, the ability to select which seat you pilot from, when boarding. When doing surface searches, I'd love to be able to switch to the lower seat in the Asp, it has much better downward visibility.
 
- In multi-seat ships, the ability to select which seat you pilot from, when boarding. When doing surface searches, I'd love to be able to switch to the lower seat in the Asp, it has much better downward visibility.

Oh my word!!! This never even crossed my mind. Now you've got me wanting to get up, engage my mag boots, climb down the ladder and sit the F down in the bottom seat!!!
Now I've completely forgot that "Just one more thing," I was thinking of adding.... Grrrr!


I just want to say, I think this thread wins the read of the week award... It's fantastic! FDEV should really take this positive thread and show it to the devs as an example of how much the community care about this game.

Nearly all of the ideas being presented here are simple in scope and (admittedly as a database programmer in the main) appear on the whole realistic to program without too much reworking - Space legs/bgs related wishes aside.
 
Last edited:
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 seem to remember that is the intention. That is why they are still given in missions.
I also seem to remember a dev mentioning this on a stream, That weird dev who has some strange zebra tape worm thing on his head.
 
Last edited:
Change friends lists, so that your current location is not automatically given out to everyone on your friends list when they look at the galaxy map - it should be optional.

Reason being if you always play in open it is then a major security risk to have anyone on your friends list that you do not trust 100%, as there is always the potential that they could decide to look up where you are then come and pay you a visit to try and kill you.

Friends can include old acquantances from other games and even respected enemies (frenemies). I might want to have them as friends so I can have a catch up and chat with them from time to time but would not trust all of them to always know where I am!

I believe SDC's Harry Potter proved the inherent flaw in the current system when he used exactly this method to ambush Salome during the Drew Wagar event.
 
Last edited:
Oh my word!!! This never even crossed my mind. Now you've got me wanting to get up, engage my mag boots, climb down the ladder and sit the F down in the bottom seat!!!
Now I've completely forgot that "Just one more thing," I was thinking of adding.... Grrrr!


I just want to say, I think this thread wins the read of the week award... It's fantastic! FDEV should really take this positive thread and show it to the devs as an example of how much the community care about this game.

Nearly all of the ideas being presented here are simple in scope and (admittedly as a database programmer in the main) appear on the whole realistic to program without too much reworking - Space legs/bgs related wishes aside.

Type 9 aswell :)
 
Set vector on galaxy map i.e straight line between any two star systems.

This would make plotting your 1000 LY routes quicker and more accurate to your destination.
 
Set vector on galaxy map i.e straight line between any two star systems.

This would make plotting your 1000 LY routes quicker and more accurate to your destination.


Ooo

Make jump routes measurably larger than 1000ly. In this game 1000ly is almost nothing.
 
Ooo

Make jump routes measurably larger than 1000ly. In this game 1000ly is almost nothing.

Wasn't 1,000 Ly a technical limitation, rather than just arbitrary? I seem to recall it hit the cpu quite hard and longer routes took an unreasonable amount of time to calculate. 1,000 Ly was a convenient cutoff.
 
Wasn't 1,000 Ly a technical limitation, rather than just arbitrary? I seem to recall it hit the cpu quite hard and longer routes took an unreasonable amount of time to calculate. 1,000 Ly was a convenient cutoff.


I am wondering if they can offload some of the number crunching to the server side. That or allow for multi leg trips.

The only thing I can think of doing would make a code argument that would take into account max jump range and would only plot the start location and end location initially. Then in between only have the plotting system pick the next 2 or 3 systems based upon the current max jump range in the ship. That way things like picking up cargo and scooping Neutrons could be done on the fly. The jump computer could then give you an approximate jump amount instead of an exact jump count.

It could free up a lot of CPU usage during the initial plot and would barely impact jump time in the witchspace tunnels.
 
Last edited:
I am wondering if they can offload some of the number crunching to the server side. That or allow for multi leg trips.

The only thing I can think of doing would make a code argument that would take into account max jump range and would only plot the start location and end location initially. Then in between only have the plotting system pick the next 2 or 3 systems based upon the current max jump range in the ship. That way things like picking up cargo and scooping Neutrons could be done on the fly. They jump computer could then give you an approximate jump amount instead of an exact jump count.

It could free up a lot of CPU usage during the initial plot and would barely impact jump time in the witchspace tunnels.



Thats an elegant work around,rep to you sir.
 
Yay, another QoL thread. I like these.

I'll repeat my mining quality of life improvements:

  1. Refinery that doesn't lock up
  2. Stop displaying the incorrect "Refinery Full" message (it makes the info screen completely useless when mining)
  3. Remove the unnecessary delay when deploying a limpet - particularly prospectors
  4. Balance pass over collector controllers (is 128 tons for 4 limpets in a class 7 controllers reasonable?)
  5. Add some engineer upgrades that are actually useful to miners (currently the only useful engineer upgrade is weapon focused distributor).
  6. Allow limpets to be synthesized
  7. Rethink having pirates spawn every time you drop into a ring - especially in remote systems
  8. Display the material percentages of a ring on the system map
  9. Add class-5 element materials to rings, also add yttrium now it's class 4
  10. Balance pass over the ore yields in the different ring types - particularly icy, which is 1/3 the yield per roid compared to metallic
  11. Add some rare profitable ores for rocky and metal-rich rings
  12. Add some reason to mine well away from the bubble
  13. Add LTDs, painite (and the new ores from 11) to ores available in asteroid clusters
  14. Add vacuum krill as a minable resource - particularly in Baltha'Sine 4B
  15. Add some dangerous vacuum life forms, especially where minable life forms (see 14) are present
  16. DSS scan displaying areas of the ring with varying ore concentrations
  17. Specialised mining ships - mostly multi-purpose, important features are: power distributor, lots class 3 modules, cargo space, specialised modules (see 18)
  18. Specialised mining modules for the specialised mining ships (see 17)
  19. Gold-rush mechanic for very rare ores in remote locations (see 12) that quickly deplete from players mining them
  20. Add some skill based mechanic to the fragment chipping part of mining. - Currently, the only skill mechanics are: directing the fragment stream so that your limpets are more efficient, and how to chip fragments of wildly tumbling roids without losing all your limpets. if there were techniques that maximize the yield of metal per fragment, and others that maximized crystals, or materials. This would make mining much more interactive, immersive and fun.
 
Last edited:
Just some ideas...

* Ability to Fly 2 NPC SLF's instead of just 1

* Color settings for dash in-game

* Ability to plot a route with multiple destinations for Passenger missions instead of 1 at a time

* Replace NPC text with audible dialogue and possibly animated character in a mini pop up view screens

* Expanded dialogue for NPC crew

* Expanded dialogue for Space Station controllers

* Ability to join as a crew member of a Cap Ship and do missions on it... maybe even have a separate tab for Capital Ship Crew missions

* Planets with air, water, vegetation, and beaches

* SRV Race Tracks and just more things to do on planets surfaces

* Ability to buy Skimmer type SRV's

* Systems with Arena type fighting available

* A way to swap modules between ships without having to load a ship, store the module, load the other ship, transfer the module

* Ability to customize in-game music
 
Orrery map with tactical map (say 200km radius from your position in normal space, homeworld style) which shows:
All friendly ships
All visible/detected enemy/neutral ships
Large structures/objects (Capital shipyard in 70 km, outpost in 90 km, small asteroid field in 150 km, enemy scanning post in 25 km etc etc)
Waypoints with small description, also ability to place your own waypoints which be visible to all your wingmates in HUD


Visible damage model for all ships as Anaconda have.

Actual cities on the planets, not just small bases.

More life and animation in game, animated NPC, moving people and vehicle on station, moving cranes and machinires, NPC SRV.
 
Last edited:
* Replace NPC text with audible dialogue and possibly animated character in a mini pop up view screens

Like this?
wc4cockpit.jpg
 
Yay, another QoL thread. I like these.

I'll repeat my mining quality of life improvements:

  1. Refinery that doesn't lock up
  2. Stop displaying the incorrect "Refinery Full" message (it makes the info screen completely useless when mining)
  3. Remove the unnecessary delay when deploying a limpet - particularly prospectors
  4. Balance pass over collector controllers (is 128 tons for 4 limpets in a class 7 controllers reasonable?)
  5. Add some engineer upgrades that are actually useful to miners (currently the only useful engineer upgrade is weapon focused distributor)
  6. Allow limpets to be synthesized
  7. Rethink having pirates spawn every time you drop into a ring - especially in remote systems
  8. Display the material percentages of a ring on the system map
  9. Add class-5 element materials to rings, also add yttrium now it's class 4
  10. Balance pass over the ore yields in the different ring types - particularly icy
  11. Add some rare profitable ores for rocky and metal-rich rings
  12. Add some reason to mine well away from the bubble
  13. Add LTDs, painite (and the new ores from 11) to ores available in asteroid clusters
  14. Add vacuum krill as a minable resource - particularly in Baltha'Sine 4B
  15. Add some dangerous vacuum life forms, especially where minable life forms (see 14) are present
  16. DSS scan displaying areas of the ring with varying ore concentrations
  17. Specialised mining ships - mostly multi-purpose, important features are: power distributor, lots class 3 modules, cargo space, specialised modules (see 18)
  18. Specialised mining modules for the specialised mining ships (see 17)
  19. Gold-rush mechanic for very rare ores in remote locations (see 12) that quickly deplete from players mining them

I love idea 19 the most.

The rest of them would be good if we stuck with the current mining system. I think they need to change it entirely.

Here was an idea I proposed in the past.

First would be the introduction of a couple maybe 3 mining ships. Ships specific to mining that have extra specialized slots for mining gear only.

Second would be a mining skiff. Little more than a tiny bubble that you can remote into and move items. Kind of like SLFs with no guns.

Third would be mining module. ( Its a platform that contains a pre processor and filtering system).

Mining scanner

Limpet Controller. Limpets do not run out and cannot be destroyed however they can be programmed. Limpets are the only thing actually mining.



Here is how I envision this working.

You drop into some rings. You scan just like a ADS and it returns a result. Depending on the quality of the scanner it will return a result and a range.

Your mining module then can be dropped out of the SLFbay/mining skiff bay. It can already be attached to the front of the skiff. The skiff then positions mining module and drops it. Inside the skiff you have the limpet control system. You set filter for the limpets to either mine everything or mine a specific item type.

The limpets go out collect the raw ore and feed it into the mining module. Based on the ratio of waste materials versus the ore you want the module will fill up one of 2 hoppers for the most basic module. One hopper has waste ore and the other has the Primary ore. Or the hoppers could have primary ore secondary ore. What ever configuration you choose. The larger and higher quality modules, the more hoppers you have. Well as the limpets mine the materials the module crushes and separates the ore. When a Bin fills up the skiff then picks up that bin and flys back to the bay of the ship to drop it off.

If you have a large enough ship or purchased the correct module one of 2 things will happen. If you dont have the processor, then you store the raw ore as is. Bins hold 4 tons of ore and Raw ore is 50% the current market price. If you have a Processor on board, then it smelts the ore and increases the payout to 100% market price and it removes 50% of the weight. So you get the same money for 4 tons of ore as you would 2 tons of the smelted element. It would allow you carry more back per run if you had the smelter. It could also be beneficial to do large quick runs without smelting the ore. Larger ships for example might make more economic sense to bring in a lot of ore rather than the processed materials.

The mining ship itself would be very tanky and relatively large even for the smallest of the ships. Lots of turret based weaponry and large power plants for the equipment.


Thats just my idea of mining though.
 
Last edited:
Back
Top Bottom