What small QoL changes would be handly in 2.4?

On the missions and passenger missions screens, if you already have an active mission to the same location, indicate that on the new mission with the common 'globe' mission icon so you can easily see available missions to the places you're already going.
 
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CG:
Add the Galaxy Map button to the CG missions (left menu).

I just had to type in JOTUNHEIM to find the place... I am greatly annoyed. Other missions have the button. Why not CGs?
 
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CG:
Add the Galaxy Map button to the CG missions (left menu).

I just had to type in JOTUNHEIM to find the place... I am greatly annoyed. Other missions have the button. Why not CGs?

I slightly agree although to be honest the CG locations have a big yellow marker on them in the galaxy map so they're pretty easy to find. Actually, personally I'd ditch the yellow markers (don't really see why CG's deserve them) and instead just add the same "show on galaxy map" option that all others missions have.
 
Some small QOL tweaks to the vanity camera would be nice:

- Fix the "Depth of Focus" control to that its possible to focus on distances between 1m and 40m without being driven to an insane fury. :)
- Retain all the position, focus etc. settings applied to each preset camera (1 to 9) separately, at least for the duration of the play session. Add a "reset view to default" binding. For extra points, persist the camera settings locally across sessions (maybe on a per-ship basis?).
- Drop the "Free camera" mode, and just make it the normal state for the camera. Is there ever a reason not to be in "Free Camera" mode? Control camera vs Control ship would seem to cover it.
- Remember the state of the "Control ship/Control camera" setting as a session-wide global. Default to "control camera" in the absence of any setting.

(Some stats on the focus control: key down time: 1sec gives delta value of 0.2m; key down for 2sec gives a delta of 22m! It needs to ramp up a bit more slowly!)
 
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I slightly agree although to be honest the CG locations have a big yellow marker on them in the galaxy map so they're pretty easy to find. Actually, personally I'd ditch the yellow markers (don't really see why CG's deserve them) and instead just add the same "show on galaxy map" option that all others missions have.
The markers aren't there after the CG is completed.
My annoyance this time is that it took extra effort to lookup the CG system (and misspelling it) so I could travel there to turn in the missions.
 
One nice little QOL feature would be a "friends" beacon and a "beacon nav lock". Would work like "Wing beacon/Wingman Nav Lock", but would transmit to all friends in the same system, making it easier for them to drop in to the same instance as you. At the moment, with more than four people online together it becomes painful to do anything other than RES or Combat Zones. There are many group activities that could be made much easier with a "friends beacon" and "beacon nav lock" mechanic.
 
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A setting for the Galaxy Map and System Map - "Select/Show popup on hover" - "on" or "off". Current behaviour seems to be "on"; I'd love to be able to turn it "off" and have it work by "click-only".

- In galaxy map, it keeps displaying the pop-up over the top of the star I was just about to point at.
- In the system map I click on something to select it then mouse over to pick the "details" tab on the left. By the time I get there it has selected three other intervening objects.
 
Being able to disable outside ship sounds.

According to the sound designer Jose Castro and the lore of the game, the sounds of ships' engines, explosions etc. from outside our ship that we hear inside the cockpit are generated by an in-ship audio system to help with spatial awareness when dogfighting etc.

But personally I'd like the option of experiencing the silent, eerie majesty of space. There's something creepy and unsettling about a soundless void.

We can disable other 'helpers' like Orbital Lines and the various announcements by the onboard computer, so I'd like to be able to disable outside sounds and just hear the various internal clunks and bleeps of my own ship.

I created a thread about this a while back. Hope you don't mind my mentioning it here: Linkie
 
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Oh, and one other mega-silly idea I had, but it really appeals to me...

It feels pretty lonely in my Cobra with that empty seat next to me. In lieu of having proper NPC ship companions like the ones in other RPGs, can we have a ships' cat that sits in the passenger seat? Naturally it would leg it into the life capsule during dogfights and would survive the ship being destroyed. I'd hate for it to die...

Would pay good money for a ships cat in the Frontier store, and to be able to have it accompany me on long explorations.

=^_^=
 
My dreams...

1) relative mouse toggle

2) hability to use the mouse also for vertical movements (vertical thrust), not only for pitch, as it is for yaw/roll.

3) let us change mouse setup under "alternate controls"

4) HUD color in-game, with proper radar color separation

5) replace the HOLO-ME in the right panel with an ONBOARD FACILITIES button, which open a page (similar to engineers) with:
- holo-me
- fleet management (remote sell, transfer, see, rename, outfit your ships and modules)
- flight log (see your jumps history)
- faction summaries (browse for your obtained factions reputation)
- contacts (friends list, from which you can contact and invite to wing, multi crew or - why not? - challenge your friends)

6) remove holo-me and livery from the station main window!

7) T-7 and Orca could deploy a fighter

8) buff the T-9 for bigger cargo capability and slightly less hull mass

9) slightly increased Anaconda hull mass

10) stellar and surface scanners as utilities.

11) internal utilities slot: 1 for all ships; 2 for aspx and dbx

12) particle shields for explorer: better heat shielding, improved hability to survive failures near whitedwarfs and neutron stars. less capable in combat defense

13) extremely dangerous black holes

14) in-system jumps, for distances of more than 250000ls

15) NPC multi crew sitting in the cockpit (customizable with HOLO-CREW), which can fulfill rudimentary tasks (they are paid, so no balancing troubles here): docking, auto-pilot to a target (no jumps, no able to escapes interdictions), control the fighter (as it is now)
 
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For Engineers: assuming we are retaining the current mechanics for the time being, add the ability to simply contribute materials in bulk to gain rank with the Engineer, rather than having to grind through a series of arbitrary equipment upgrades. The end result for us will be the same - expend a certain cost in gathered materials - but would save a lot of clicking and waiting. You could even retain the time-cost, if you really wanted, by requiring the player to wait some time before they can utilise the newly-unlocked level; at least we would have the option to go and do other things while waiting for that timer to expire.

Of course, there are lots of interesting and different approaches to the Engineer mechanics that have been suggested in the forums - but this thread is trying to focus on small QOL changes that might be easy to implement, rather than wholesale refactoring of game mechanics :)
 
In the Systems Panel, Modules page, have an option to show the power consumption in MW rather than % - would make it easier to work out how much you are short!
 
- Built-in option to turn off space dust (even if just a line in a config file). It is extremely annoying in VR. Yes, even when flying FA-Off!

- Mission offers at stations based on your currently selected route or destination. (e.g. "can you drop this off on the way?")

- Option for auto route planning the shortest path through multiple mission markers (traveling salesman problem).

- Access to all unlocked engineer blueprints

- Adjustable auto exposure.
 
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I made an album of images instead of trying to explain what I want.
(in my opinion) small changes, just some added buttons and options. :)
Some (or all?) are probably already posted somewhere..

Anyway, images:

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plz... :D
 
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