My List of ->realistic<- wishes for the game till the end of the year

We need an entry to the settings page to set the default for flight assist. Some people like to fly FAoff all the time so having to toggle it off every time you drop from super is annoying AF
 
Quoting myself from this thread:
https://forums.frontier.co.uk/showthread.php/406671-My-wishlist

Just a small list of things I would love to see in the game.

- Atmospheric landings (didn't see that coming, huh? :D )

- Shipkits that add antennas and other pieces of fake equipment to ships to make it look like a scientific vessel. The raider ship kits kinda prove that it is possible, just that I don't like the direction those go for the Elite galaxy (great tribute though I got to say).

- More "small" ship functions. which would make the fact that we are flying a high end space vessel a bit more believable. Nav markers are on top of my list, but I also would love to see more ship lights in different positions, perhaps different vision modes like infrared and things like that. Basically quality of life tech we see in modern nav systems, smartphones, or some military/scientific equipment.

- More multicrew functions, like (of course) SRV use and being able to give the co pilot more control over the ship. Multicrew is awesome in my opinion, just under-functioned (not a word, I know).

- More science in general. More scanning for exploration, more types of data and corresponding gameplay and selling options. I am thinking of probing atmospheres, scan radiation levels, take samples from planet surfaces to return to some science center for credits or/and reputation and so on. FOR SCIENCE!

- Some more interesting POIs, like big ship wrecks and debris, asteroid impact sites, things like that.

(No space legs included. That's intentional. I can run around and shoot things in plenty of other games)


That's it. I just leave this here and perhaps add stuff later. :)




 
All good ideas, I must say.

If I could throw a couple of ideas into the mix as well (I'm unsure about their feasibility, but what the heck, it's a wish-list):

--Native support for HUD colour options. I keep hearing that this is a far more difficult change than we think, but geez, a few hackers managed to get it done. I think they just don't want to for design reasons. That's fair, I guess.
--Reverse boost. We can boost forward, why not backward? Sometimes you need to slow down quick (docking, dog-fighting, etc.), so I think this would be a useful tool.
--More ship customization, both inside and out. Ship kits are great, keep em coming. But how about engine appearance/placement options, or at least various nacelles that don't affect the ship's flight? And more customization to the HUD (a few different designs and placement of info would be appreciated.
--Atmospheric landings. Yeah, I know. I'm just throwing it in because I want it so darn badly.
--More data in the HUD. Why do I need to stop the game in it's tracks to visit the system map to see the data on a planet I just scanned/landed on. If not right in the HUD, how about one of the side-panels?
 
Nice list, added to the "Trending" section of my sticky "Best of Forum" thread.

If this is the year that Frontier is re-visiting some core gameplay mechanics to make them better, then, along with the bigger stuff like major mining and exploration improvements, how about bunging some of these in there too FD? Would make a lot of people very happy!
 
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Improvements of the Contacts Panel(suggested by PapaUniformFoxtrot(reddit)
When you in a H-Res or Conflict Zone Materials and other Ships are all in one Contact Panel. Because in such a site, ships are constantly leaving or coming into your scanner area, the whole list jumps around, making it nearly impossible to select a needed Material. Maybe we could have a separate Materials and Commodities Tab for that??

This has been driving me insane recently. I think it's part bug and part suggestion (when you select a material near the bottom of the list the display seems to jump to the first "page").

Anyone remember last year (I think) when designer Mike Evans started a thread asking for our QoL suggestions? There were some great suggestions of course, but off the top of my head I can only think of one we've got in Beyond so far - when you select a material/canister it displays how many you have in your inventory. I hope we get some of the others in the next two updates. I'll see if I can dig it out. Edit: Here we go:, wow it was Oct 2016! https://forums.frontier.co.uk/showthread.php/296231-Quality-of-Life-Improvement-Suggestions
 
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No 1 is ok however I would sooner like to see jump gates of something, not sure a lot of players would like instant transferring to the other side of the galaxy it would ruin their exploring right or something.

2.Cargo haul finds brought "Back" into USS as they have not been balanced over constant material finds.
3.Buff for ships auto landing closer on flat ground where your srv is.!
4.Micro jumps or full FSD jumps to Any planet or star.
5.Better rewards for rank and rep missions
6. secondary missions worth while and not so low pay outs.
7. Stop rehashing same old ships
8. bring the remaining Elite ships in.
9.Better bug fixes Or faster over nerfs (priority)
10. Immersion to have a constant thought of each element brought into the game.
11.Better information given in cockpit to your system you arrive in.
12.SRV buff to the silly driving style far to skittish atm
13.Video playback of secondary missions or incoming information.
14.Salvage missions brought upto date frontier Missing a trick, able to bring wrecks back for salvage credits, ship parts modules etc.
15. Dockable area's outside the stations
16. Interaction missions without docking (it is done with in flight second missions)??
17.More wreck sites space and planet side
18. Better graphical wreck sites not just the a model of a ship in game splashed with some orange or green thargoid goo
19. More attention to details from the devs on content details decals.
20. more balance to Uss sites, not just the same non human poi have a mix in the same system, (again another lazy dev approach)
 
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I can only think of one we've got in Beyond so far - when you select a material/canister it displays how many you have in your inventory.
And that was only half-way there... still have to click TWICE to see it... should have just listed it in the detail on the side as the item is scrolled to.


My contribution of a "realistic" suggestion:
Standard Lightweight/Reinforced/Shielded engineer mods for ALL modules that are missing them.
- Interdictor
- Discovery Scanners
- Surface Scanner
- SRV Bay
- SLF Bay
- FSD
- Thrusters
- Distributor
- Power Plant
- Shield Booster
- Mining Laser
(most important is SRV bay and ADS/DSS because my Courier needs more jump range :D)
The assets already exist in game, just copy/paste for mass/power/integrity swapping on more stuff.
 
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Cockpit Voice in German

Hi all. It is posible to integrat a german voice for the Cockpit Voice?
System: Playstation 4

Greetings CMDR Nenn_mich_Shadow
 
how about the ability to have maybe 4 fire groups instead of just 2 :)

i have more than two trigger buttons on my joystick, ....dats royt
 
To the OP

8. Bookmark the system/station, won't have to type anything. Or type minimum required, probably SHINR or something and press Enter. Depends on systemnames starting with same letters
 
Could you add:

1. Module power controller/keybinds. Use binds to toggle the power of modules instead of scrolling through menus.
2. Keybind for Reboot/Repair
3. Remove undocking glide-path on launchpads at takeoff to see target radar for dodging traffic in stations. (You can't immediately re-dock anyways)
4. Proximity Alert event added to player journal for simpit lighting effects and 3rd party tools like EDDI, VoiceAttack, etc.
5. Rework mission filters to "pip" toggle instead of drop-down menus to be more user-friendly and centralized. Filter all missions through ONE filter not two in separate filters on opposite sides. (Will supplement "By distance" filters)

I do not take credit for all these ideas as some have already been posted on this forum. I'm just too lazy to go back and reference them all :D
 
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Add more fire groups than just the two we got. (suggested by torbach)
Many Joysticks and Hotas have several buttons one could use as additional fire group, so why not give the user more?

Fire buttons surely? We can already have many fire groups.
 
A button to enable/disable “relative mouse” control setting.
Using RM is necessary for FA-OFF on mouse+KB, but it makes control in supercruise and FA-ON modes “uncomfortable”.

Talking about buttons: a button for turret mode cycling would be nice. To switch between “fire at will”, “target only” and “fixed” modes without right-panel menu.
Same as for headlights, cargo hatch, FA-OFF/ON and other right-panel functions, which already have bindable buttons.


I've been wanting this for ages along with a way to make turrets cease fire, I've had to resort to cycling my weapon groups to avoid having my turrets tag security at times.
 
This has been driving me insane recently. I think it's part bug and part suggestion (when you select a material near the bottom of the list the display seems to jump to the first "page").

Not 100% sure but from what I've observed when you select a new target from your contact list your "cursor" will jump back to what was previously selected, not really a "bug" just a weird way for it to behave, and really annoying when trying to ignore/un-ignore crafting mat types.

As for the contact list in general, why in the hell is it so bare? All it gives at a glance is the contact's name, that's utterly pathetic. Why is there no contact range? Contact type? IFF signature? The ability to sort them by any of those values?
 
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