Let's make a "Quality of life improvements" list for FDevs

SC changes
- make "slow down" an actual warning BEFORE the need to slow down

I am pretty sure that the "SLOW DOWN" message indicates that you are currently being slowed down by a gravity well thus your ship can't accelerate instead of "Slow down or you will miss the target".

The message appears when you are at max throttle because this indicates that you want to accelerate so the message warns you that you can't. If your throttle is set lower the message does not appear because the ship thinks you don't want to accelerate anyway.
 
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Keeping cargo in stored ship.

I am at my home base and can't access my Explorer, because it lacks a cargo rack. The materials I have in the Miner are unrefined so I can't sell them, but can't dump them, because it was hard work. That moment you think you got things under control, this game comes full turn and smacks you on the cheek.
 
Test Outfitting.

Being able to outfit your ship with any available module without buying anything, to see what configuration you need. You could then bookmark the configuration for the time being and store or sell your existing modules, then go back to the bookmark and purchase all at once. I think about converting my explorer ASP into a miner, with emphasis on speed, but now I need to buy things to see what works.

The coriolis.io site doesn't seem to be accurate or up to date.
 
Nope. This is what you said:

You clearly ask for the "slow down" warning BEFORE the need to slow down. It's not telling you to slow down, it's telling you that you are BEING slowed down.

You then clearly ask for a "gravitation effect" warning added for when a stellar body is affecting the ship. This is what the current "slow down" message is telling you.

Dude, the current message is MISLEADING, which is the issue and which is exactly why I suggest changing it to "gravitation efect" (or something of the kind) and adding a proper "slow down" message. It appears in the bloody middle in big red letters. Navigating somewhere, this seems like an order / command. I'd argue that with a rename the new message should also be coloured differently.

An actual "slow down" message SHOULD exist in the game, as the game currently does NOT teach new players about the 0:06 rule, which is just bad game design. But just renaming the existing "slow down" to something more fitting would already be less confusing.

In any case, you might be right that instead of the word "add" the word "rename" should be used in the suggestion.
 
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Just some suggestions relating to trading and Passenger Missions forgive me if they have already been proposed.

Passenger missions ( all missions really )
It would be good to be able to see all passenger missions across all factions in a station, sorted by destination, rather than only being able to view them by faction.
I would like to be able to sort the available missions by other parameters such as reward value (credits), total distance LY, rank level etc.
It would be nice of when the destination is e.g. "Lugh Victory & 3 others" the mission description bothers to mention the total distance and the galaxy map plots a course for all the waypoints this would make selecting missions much easier

Module & Ship transfer

I can have module or even whole ships that I own, to be transported to my location for a modest fee - so why can't I order new modules or ships ( i.e. ones that I don't already own) to be transported to my location for a similar fee + the purchase price?
Why cant I post a mission when I need a material/commodity?

Economy
In this imagined future of high technology, would it not be possible to take out a bank loan/borrow credits? rent a ship? gamble? The resulting debts could lead to a whole new type of mission repo/debt collecting/bounty hunting, and trying to evade the same.

Just a few there for starters....
 
-Remove the need for external landing pads to spin us around before launching. Inside an internal station it's great because we're coming in one way and going out the other every time. Outside it's an annoyance because we're spinning 360 degrees no matter which way we approach or leave.

-Redesign mission descriptions to shift all the crucial details to the TOP of the window and cut out some of the extraneous information so there's no need to scroll down to see the pertinent numbers and destinations.

-Similarly, rework transactions to have EVEN LESS extraneous data above the crucial info. Critical stuff up top, fluffy bits down at the bottom. LESS SCROLLING.

-Split manufactured and raw materials in the inventory tab. Data is separate; what makes these two so similar that we can't separate them?

-We've started moving to grid displays on some of our menus; let's go further. Turn the material inventory tab into grids that have nothing but the material name, number owned/max. Simple, elegant, and a LOT less scrolling please.

-Rework the entire process of moving modules to/from ships in station storage. There are far too many confirm windows and the one that lists the transfer fee doesn't even need to appear if the module in question is already at the station because it will ALWAYS BE ZERO.

-Allow ANY window that lets us select a quantity of something, be it limpets or cargo, to have a way to INSTANTLY input a number as well as a "buy max" and "sell max" button. Having to hold the button down and try to eyeball the timing of the acceleration so you can stop right on the number you want is completely obnoxious and not a worthwhile use of anyone's time. This wasn't excusable UI design ten years ago; it's not excusable now.

-Request docking. Single button. People have been asking for this since day one and Somebody at Fdev wants it to be "a process." Horse$#!+. DOCKING is a process; ASKING to dock does not need to be if you're not using voice commands. (They even CHANGED this recently! It doesn't take any less clicks; just DIFFERENT ones! HOW IS EVERYONE NOT INSULTED BY THIS?)


I made a whole thread about this some time ago; tons of points I won't recount here as some of them are now obsolete or addressed (not all of them satisfactorily.)
 
Some suggestions.

- Show target system in Mission list in the Target panel. With many active missions, it's a bit frustrating to have to select the mission to see it's target system. Show it above the time left in the mission, where you can see it at a glance. Ability to sort missions would also be nice.

- Mission icons in the Galaxy Map. It would be better if missions would have their usual icons in Galaxy Map, instead of the orange sphere icon. Would be easier to plan where to go next, and which system is expecting the stuff in my hold, and which system waits patiently for me to find them coffee.

- Ability to alter routes/add waypoints in a route in Galaxy map. With many delivery missions going, it would be nice to create an optimal route to different target systems, with intermediate stops.

- Allow us to select which tab is selected when opening System Map. When exploring outside the bubble, the first tab is quite useless, and it's a bit of an repetitive but useless extra step to always needing to change the tab after opening System map.

- Show POIs in System map after FSS scan and move the information (what kind of a POI and how many of them) below Mapped/Not mapped text instead at bottom of the list.

- System map to show visually if a body has been mapped and if it has POIs, also in Orrery view. Maybe the body would have a blue halo around the body to mark that you've mapped it and some indicator that it has POIs.

- Short term Bookmarks. Allow us to add Short Term Bookmarks, these could be only used in the current system and they would automatically be deleted when you jump away from the system. You could add these from FSS for interesting bodies, or bodies that you leave scanning for POIs and also use them as waypoints in a system, to create an optimal route in Orrery view. These would need to be seen in your HUD in cockpit view, maybe a blue bookmark icon with numbers, so you can follow them in order.

- Eyepatch. My Commander wants an eyepatch, I've told him that there is no eyepatch available, but he wants an eyepatch. Parrot? Why not? You know it's easy money. ��

-Remove the need for external landing pads to spin us around before launching. Inside an internal station it's great because we're coming in one way and going out the other every time. Outside it's an annoyance because we're spinning 360 degrees no matter which way we approach or leave.

-Redesign mission descriptions to shift all the crucial details to the TOP of the window and cut out some of the extraneous information so there's no need to scroll down to see the pertinent numbers and destinations.

-Similarly, rework transactions to have EVEN LESS extraneous data above the crucial info. Critical stuff up top, fluffy bits down at the bottom. LESS SCROLLING.

-Split manufactured and raw materials in the inventory tab. Data is separate; what makes these two so similar that we can't separate them?

-We've started moving to grid displays on some of our menus; let's go further. Turn the material inventory tab into grids that have nothing but the material name, number owned/max. Simple, elegant, and a LOT less scrolling please.

-Rework the entire process of moving modules to/from ships in station storage. There are far too many confirm windows and the one that lists the transfer fee doesn't even need to appear if the module in question is already at the station because it will ALWAYS BE ZERO.

-Allow ANY window that lets us select a quantity of something, be it limpets or cargo, to have a way to INSTANTLY input a number as well as a "buy max" and "sell max" button. Having to hold the button down and try to eyeball the timing of the acceleration so you can stop right on the number you want is completely obnoxious and not a worthwhile use of anyone's time. This wasn't excusable UI design ten years ago; it's not excusable now.

-Request docking. Single button. People have been asking for this since day one and Somebody at Fdev wants it to be "a process." Horse$#!+. DOCKING is a process; ASKING to dock does not need to be if you're not using voice commands. (They even CHANGED this recently! It doesn't take any less clicks; just DIFFERENT ones! HOW IS EVERYONE NOT INSULTED BY THIS?)


I made a whole thread about this some time ago; tons of points I won't recount here as some of them are now obsolete or addressed (not all of them satisfactorily.)

Pretty nailed it there.

Just to add/expand on a few more with regards to exploration (cause that is what Iam doing ATM):

- Let us "surface map" gas giants (AND stars - because why not) with JUST ONE GD probe! I mean what's the point of SURFACE MAPPING a body that DOES NOT HAVE A GD SURFACE!! Consequently rename this process to deep atmospheric probing/scanning or something similar.. Gas giants are failed stars after all..

- Ability to quickly identify from cockpit hud which bodies have been mapped when selecting them (from target panel or directly with the select target ahead button) instead of having to go to the system map. Also this info should be easily identifiable from the Target-->Nav panel. With an additional icon (eg a small map grid) next to the planetary body icon.

- Excellent thread! Keep them coming boys!

Yes, make the unlock for PP restricted modules & weapons make more sense, and actually meaningful.
1. Change the minimum pledge time to 8-12 weeks.
2. Maintain at least rank 2 (or 3) for the last half of the minimum pledge period.
3. No replacement of PP modules upon rebuy if you have changed Superpowers (Fed/Emp/All).

While you're at it, make PP bounties galaxy-wide (or at the very least SuperPower rather than just in a Powers region). If I choose not to attack an enemy with a PP bounty - which they only gain by destroying ships in service of the Power I am pledged to - that should be my decision, not defined by their safe space. In my allies territory.

Oh, and get on with it and implement all the PP changes introduced for discussion last year. Including OOPP. At the very least it will put an end to the debate (after some settling in) about whether it actually does make a difference to a groups success - re: attempts to suceed/win by blockading vs focusing on pushing your own Power.

Sorry but I disagree here: Remove PP restricted modules / weapons alltogether. I know I will get a lot of salt for this. But to suggest to INCREASE the amount of pledge time is just pure mazochism
 
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I'd like to petition FD to improve tracking on Turrets *drastically*. I don't know if anyone else has noticed this and been driven nuts by it but turrets regularly and persistently lag when trying to track targeted enemies. I'm not talking about chaffing enemies I'm talking about just regular targeting.
 
I'd like to petition FD to improve tracking on Turrets *drastically*. I don't know if anyone else has noticed this and been driven nuts by it but turrets regularly and persistently lag when trying to track targeted enemies. I'm not talking about chaffing enemies I'm talking about just regular targeting.

I fear turret wobble might be by design... Also, it's likely a balancing issue, not a QoL issue.
 
Dude, the current message is MISLEADING, which is the issue and which is exactly why I suggest changing it to "gravitation efect" (or something of the kind) and adding a proper "slow down" message. It appears in the bloody middle in big red letters. Navigating somewhere, this seems like an order / command. I'd argue that with a rename the new message should also be coloured differently.

An actual "slow down" message SHOULD exist in the game, as the game currently does NOT teach new players about the 0:06 rule, which is just bad game design. But just renaming the existing "slow down" to something more fitting would already be less confusing.

In any case, you might be right that instead of the word "add" the word "rename" should be used in the suggestion.

The current message is misleading, and I fully agree the wording should change.
 
The ability to toggle relative mouse control with a button, or set relative mouse modes for FA-ON and FA-OFF independently would be a huge QOL improvement.
 
I'd like a single key "all panels on/off" toggle, while only the panel I look at is actually activated (if "off", no panel is activated upon looking at it).
 
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so I have a couple that are closely linked with disabilities and game accessibility. for some, these will be simple qol but for others like myself, the game becomes much more playable and enjoyable with them there.

general gameplay and ui
* make docking computers integrated like the discovery scanners have become. for people with low vision or motor function related disabilities, docking is nearly impossible, or at least more difficult than it needs to be.
* give the integrated docking computer the ability to assist with undocking. (this is more for those with physical disabilities, and NPC docking/undocking would need to be perfected first)
* allow us to filter the radar. In crowded areas with a lot going on it's sometimes difficult to pick out the thing I have targeted from everything else around me.
* as an alternative to the above point, create an advanced targeting module that will assist a pilot in tracking targets that are outside the current field of view. I'd be fine with it being an extra module and having it disrupted by chaffs or ecms.
*make turreted mining equipment track targets like turrets are supposed to in any other case, alternatively give us gimbled mining equipment. (for everything except the lasers, sort of hard to miss a giant rock with those tiny beams)
* allow us to turn on a more verbose corvas voice mode that informs us about remaining shield strength.

As a further note on these suggestions, many come from my own experiences throughout my journey as a player with limited vision as well as being a part of a community of gamers with varying levels of physical disability.
 
A Flight Vector indicator for Flight Assist Off mode. The space dust works fine in normal flight mode but for the situations that Flight assist off is used it's a little lacking.
 
o7 CMDRs

+1 for Ship load-out bookmarks/saves/whatever you want to call them, sans animations.
By the time I transform my PewConda into my MuleConda, I'm too tired to play.

This is compounded by the following.

Please add dedicated Stored modules "rooms" for each ship. It gets very
tiresome trying to remember what module was for what ship. This should
follow said ship around as Remote transferable storage, as well.

Also, please add a number of jumps to xxx destination indicator on the lower left HUD.
Switching to Nav screen all the time to check this gets old real quick.

Thanks for listening and thanks for a great space sim.
 
...

Also, please add a number of jumps to xxx destination indicator on the lower left HUD.
Switching to Nav screen all the time to check this gets old real quick.
...

would be already fine to have that number on the galmap
leaving the galmap everytime to see that number gets old even faster
 
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