I apologize in advance if my English is not fluent, but I will try to make myself understood.
I Find current state of the interior of the FC all approximate and almost useless, I wasn't expecting new game mechanics and I think it would have taken little to implement really useful things.
1) Captain's chair: Beautiful with animation of the tablet that is positioned in front of us ... This is all it does, it's just aesthetics, why not at least think of plotting the route from there?
2) All the "information panels" are rigorous and exclusively fake, was it so difficult to put real panels with information on the carrier and / or on the system in which the carrier is currently located?
Many CMDR use the fleet carrier to explore with other CMDRs, why not introduce a panel that can be written by the owner of the FC in which shows the stops and departure times or general notices ?
3) What is the purpose of the captain's room or the screen on the wall? why the panel on the desk was not used which made the most sense to manage FC. If that is the captain's room, where only the team can enter, why not make it a briefing room where you can look at the galaxy map or the system map to take team decision?
4)The Pioneer Supply is sold at a high price and has an exorbitant maintenance price as if it were something precious and useful. In practice it sells weapons and armor at lvl 1 and consumables, all stuff that is both useless because people are looking for weapons and armor at lvl 2/3 maybe with engineering and when you take missions you are inside a base so if you need consumables you get them from there. This module has nothing but an aesthetic function on a FC, it has no real practical function and so its price is exaggerated. What about to put a high pay price for the module, no maintenance cost (who will come on your FC to buy the ultimate technology of lvl 1 suits and weapons or some garbage consumable ?) and 100% more cost for all things sold that don't go to the FC owner for the rare times that someone might buy something ?
5) The bar: aesthetically it is beautiful and has a nice view, but that's about it. Whoever designed the bar system does not play the game, it is not possible that he has not seen that the system conceived in this way does not work with the current game mechanics.
First of all we only have 100 materials available to either buy or sell, when the game requires hundreds of materials and wild grinds to upgrade suits and weapons, so 100 materials to use on the market is like ing in the sea.
Secondly, the market works exactly like the normal market, with the result that since the prices of Odyssey materials are really cheap, 1000% of nothing remains nothing, becoming a market only for the exchange of materials eventually and not a market to be able to earn credits or reduce the weight of the grinding. Personally I already exchange the materials with other CMDRs by going to the bases on the ground and the bar does not add anything on this side.
6) The staff of the FC do not recognize you as the owner, nobody does anything when they meet you, there is no different tone, you are a complete stranger like many others. The Bridge Crew is simply a mythological character and on the "Bridge" you will find two strangers at the controls.
I don't think these were difficult things to implement or correct, but only with these precautions would they have made the launch of the FC interior more roast than smoke.
My 2 cents
I Find current state of the interior of the FC all approximate and almost useless, I wasn't expecting new game mechanics and I think it would have taken little to implement really useful things.
1) Captain's chair: Beautiful with animation of the tablet that is positioned in front of us ... This is all it does, it's just aesthetics, why not at least think of plotting the route from there?
2) All the "information panels" are rigorous and exclusively fake, was it so difficult to put real panels with information on the carrier and / or on the system in which the carrier is currently located?
Many CMDR use the fleet carrier to explore with other CMDRs, why not introduce a panel that can be written by the owner of the FC in which shows the stops and departure times or general notices ?
3) What is the purpose of the captain's room or the screen on the wall? why the panel on the desk was not used which made the most sense to manage FC. If that is the captain's room, where only the team can enter, why not make it a briefing room where you can look at the galaxy map or the system map to take team decision?
4)The Pioneer Supply is sold at a high price and has an exorbitant maintenance price as if it were something precious and useful. In practice it sells weapons and armor at lvl 1 and consumables, all stuff that is both useless because people are looking for weapons and armor at lvl 2/3 maybe with engineering and when you take missions you are inside a base so if you need consumables you get them from there. This module has nothing but an aesthetic function on a FC, it has no real practical function and so its price is exaggerated. What about to put a high pay price for the module, no maintenance cost (who will come on your FC to buy the ultimate technology of lvl 1 suits and weapons or some garbage consumable ?) and 100% more cost for all things sold that don't go to the FC owner for the rare times that someone might buy something ?
5) The bar: aesthetically it is beautiful and has a nice view, but that's about it. Whoever designed the bar system does not play the game, it is not possible that he has not seen that the system conceived in this way does not work with the current game mechanics.
First of all we only have 100 materials available to either buy or sell, when the game requires hundreds of materials and wild grinds to upgrade suits and weapons, so 100 materials to use on the market is like ing in the sea.
Secondly, the market works exactly like the normal market, with the result that since the prices of Odyssey materials are really cheap, 1000% of nothing remains nothing, becoming a market only for the exchange of materials eventually and not a market to be able to earn credits or reduce the weight of the grinding. Personally I already exchange the materials with other CMDRs by going to the bases on the ground and the bar does not add anything on this side.
6) The staff of the FC do not recognize you as the owner, nobody does anything when they meet you, there is no different tone, you are a complete stranger like many others. The Bridge Crew is simply a mythological character and on the "Bridge" you will find two strangers at the controls.
I don't think these were difficult things to implement or correct, but only with these precautions would they have made the launch of the FC interior more roast than smoke.
My 2 cents