I've only tinkered about with outfitting a tiny amount, but I'd also like these to also apply to the Pioneer Store equipment and the Shipyard. Perhaps also Suit Customisation and Holo Me?
1) The three main outfitting menu trees
I'm a little confused as to why there's a Store menu and a Loadout menu for ships. One seems redundant of the other and personally if I want something for my ship I would select the Loadout and decide what goes in what slot - not the other way round where I pick the component and try to squeeze it into something that is unavailable or the wrong size. On the other hand, I love that Storage is now organised in the same format as these, instead of a long and tedious list as before, but it still feels too divorced from the ship itself - something that was even seen before.
Suggestion: combine all of these into a single menu tree based on ship compartments (hard points, utility, core, optional etc.) as before, so that we choose equipment based on the ship slot rather than the other way round. Then, have available equipment listed in the options pane divided into: currently equipped, in storage here or wherever (and availability/cost in time and money), and On Sale here. For all of these, also show the specifications and full mod details on the components side by side, so that we can compare them.
2) The shop display
I don't mind the dots thing - I immediately get that it refers to module class, and in a way is a quick visual representation of how big it is. I would keep this and the class display. However, some things about the display need to change.
Suggestion: firstly, have by default ALL modules available at that station on display to buy or install, even if the equipment is too expensive, too small or big, or in the case of stored equipment it is on another station or in transit. Show us what we need to do to be able to put that thing we want onto our ship, be it pay for transfer, get more money, or use a smaller or bigger model or a different ship. I suggest the hierarchy of ability to install in outfitting be: install now > too big for that slot > too small for that ship > too expensive or stored elsewhere. Let us also customise which unavailable items are shown.
Secondly, please let us show all the information again about the module's strengths and weaknesses, as previously. Show us what the engineering does, allow side by side comparisons between not only what we have and what is stored but also between different things to buy. Also show the effect each module will have on the ship's stats (previously in a 4 page tab across the bottom of the screen).
3) Buying and Selling and Storing and Retrieving
I haven't been inconvenienced by the whole issue of accidentally selling equipment I want to keep instead, but I can understand that many will be. At first it does seem odd but then I remember that I want to keep my module rather than part exchange it, and look for the option to do so.
Suggestions: keep the buying options from previously as Buy Outright and store the old module in Storage, and Part Exchange. For Parts Exchanged, keep them in a holding state to buy back if you change your mind. When leaving Outfitting, have a reminder that these items are still in holding and can be bought back while you're still docked (don't let them expire if you log off) and you can have the option to discard them fully when you exit, under a checkbox lock or an Are You Sure failsafe. When leaving the station with undiscarded modules in this state, have a BIG warning dialogue box pop up, perhaps with one of your Are You REALLY Sure failsafes added, warning you that the sold equipment will be lost forever when you leave the station.
Secondly, make sure that buying, transfer, storage and swap options are still available for all modules on the ship and in various storage areas. That was a good system. Perhaps also incorporate buying to store as an option (something I suspect the Store main menu tree was intended to function as) but in the framework of the unified menu. Perhaps also even transfer to install for stored modules on other stations rather than merely transfer to storing them.
Finally, for all transactions, make sure there is a Big warning for buying modules that could do harm like power plant overload, and lesser warnings for downgrading equipment, and in particular add a checkbox for selling modified modules.
4) Interface glitches - including customisation, Holo Me
The main glitch is the lack of mouse scroll function here - please fix this.
5) Reconciling Holo Me and (flight) suit customisation
Can Helmet On status be moved to Loadout profile edit instead of Holo Me please? Some suit loadouts I prefer to have a helmet on at all times, some I don't except in emergencies such as combat or hostile atmosphere.
That's all for now, any further thoughts I'll add later etc.
Thanks
1) The three main outfitting menu trees
I'm a little confused as to why there's a Store menu and a Loadout menu for ships. One seems redundant of the other and personally if I want something for my ship I would select the Loadout and decide what goes in what slot - not the other way round where I pick the component and try to squeeze it into something that is unavailable or the wrong size. On the other hand, I love that Storage is now organised in the same format as these, instead of a long and tedious list as before, but it still feels too divorced from the ship itself - something that was even seen before.
Suggestion: combine all of these into a single menu tree based on ship compartments (hard points, utility, core, optional etc.) as before, so that we choose equipment based on the ship slot rather than the other way round. Then, have available equipment listed in the options pane divided into: currently equipped, in storage here or wherever (and availability/cost in time and money), and On Sale here. For all of these, also show the specifications and full mod details on the components side by side, so that we can compare them.
2) The shop display
I don't mind the dots thing - I immediately get that it refers to module class, and in a way is a quick visual representation of how big it is. I would keep this and the class display. However, some things about the display need to change.
Suggestion: firstly, have by default ALL modules available at that station on display to buy or install, even if the equipment is too expensive, too small or big, or in the case of stored equipment it is on another station or in transit. Show us what we need to do to be able to put that thing we want onto our ship, be it pay for transfer, get more money, or use a smaller or bigger model or a different ship. I suggest the hierarchy of ability to install in outfitting be: install now > too big for that slot > too small for that ship > too expensive or stored elsewhere. Let us also customise which unavailable items are shown.
Secondly, please let us show all the information again about the module's strengths and weaknesses, as previously. Show us what the engineering does, allow side by side comparisons between not only what we have and what is stored but also between different things to buy. Also show the effect each module will have on the ship's stats (previously in a 4 page tab across the bottom of the screen).
3) Buying and Selling and Storing and Retrieving
I haven't been inconvenienced by the whole issue of accidentally selling equipment I want to keep instead, but I can understand that many will be. At first it does seem odd but then I remember that I want to keep my module rather than part exchange it, and look for the option to do so.
Suggestions: keep the buying options from previously as Buy Outright and store the old module in Storage, and Part Exchange. For Parts Exchanged, keep them in a holding state to buy back if you change your mind. When leaving Outfitting, have a reminder that these items are still in holding and can be bought back while you're still docked (don't let them expire if you log off) and you can have the option to discard them fully when you exit, under a checkbox lock or an Are You Sure failsafe. When leaving the station with undiscarded modules in this state, have a BIG warning dialogue box pop up, perhaps with one of your Are You REALLY Sure failsafes added, warning you that the sold equipment will be lost forever when you leave the station.
Secondly, make sure that buying, transfer, storage and swap options are still available for all modules on the ship and in various storage areas. That was a good system. Perhaps also incorporate buying to store as an option (something I suspect the Store main menu tree was intended to function as) but in the framework of the unified menu. Perhaps also even transfer to install for stored modules on other stations rather than merely transfer to storing them.
Finally, for all transactions, make sure there is a Big warning for buying modules that could do harm like power plant overload, and lesser warnings for downgrading equipment, and in particular add a checkbox for selling modified modules.
4) Interface glitches - including customisation, Holo Me
The main glitch is the lack of mouse scroll function here - please fix this.
5) Reconciling Holo Me and (flight) suit customisation
Can Helmet On status be moved to Loadout profile edit instead of Holo Me please? Some suit loadouts I prefer to have a helmet on at all times, some I don't except in emergencies such as combat or hostile atmosphere.
That's all for now, any further thoughts I'll add later etc.
Thanks