From small changes to a DLC: A Plea for QoL changes

Dear FDEV,

Here are some small changes that i think the game desperately needs. It begins from easy to implement and goes towards harder to implement. If you implement them all you can even sell it as DLC. I would pay.

*Keyboard Shortcuts:

Launch Caustic Sink
Target Nearest Enemy (Target Highest threat targets stuff far away)
Supercruise assist on/off
Landing Assist on/off
Launch SLF with first pilot
Launch SLF yourself
Request Docking
Rel Mouse reset enable (invert disable option)
Save / Load PIP preset

*In-Space UI:

State of thargoid hearts visible next to name on the small front screen display(i.e. Heart (Exerted) 100%)
Current System Name, Next System name, Next System Star Type and Jumps Remaining on top right infoscreen permanently.
On Right panel, Availiable and Used power should be indicated with MW's not percentages.
Target position indicator on edges of hud for targets not in view. Radar is nice, but distracting.
When capacitors in SYS ENG or WEP are emptied, they should blink to get some attention.

*Engineering:

Make missions give more material rewards.
Make engineer bases sell all versions(A Rated versions?) of modules they specialize in
Allow us to pin experimental effect blueprints.
Make material traders trade ALL materials at current 6 up and 3 down rates. Make them specialize in specific material types where they perform in 5 up and 4 down rates.

*Limpets:

Make limpets "ammo" instead of cargo space hoarding entities. This way when we "rearm" on stations, limpets get reloaded too.
When there is no Cargo space left, collector limpets should disregard objects that take up Cargo space and collect materials only.

*In Station UI:

Outfitting screen should have all modules. The ones not availiable in station should have a "nearest station(s) to buy" information.
We should have an option to rent storage space in stations, like we have in carriers. Each pilot has 3 rent slots by default(which can be increased with ARX perhaps?). Rents get paid weekly. If pilot does not have enough credits to pay rent, stuff in warehouse gets lost and rent gets terminated.

*Ships

Make Type 7, Clipper and Orca medium ships. Give Asp Scout a reason to exist.

*Story Arc

Make the "unlocking" of engineers into a Story Arc. With an overarcing story, some cutscenes, some epic fights. Reward players with materials, pre-engineered modules and even pre-fitted ships as they progress through storyline. Not all engineers need to be part of it, but make sure some of the most critical ones are included. Even some Odyssey on foot engineers could be included in this.

...and no. No ship interiors until you are done with these please.
 
Dear FDEV,

Here are some small changes that i think the game desperately needs. It begins from easy to implement and goes towards harder to implement.
I am always amazed at how much everybody but me knows about the code of this game.

If you implement them all you can even sell it as DLC. I would pay.

*Keyboard Shortcuts:

Launch Caustic Sink
Not needed for looting wrecked Titans might be needed for combat.
Target Nearest Enemy (Target Highest threat targets stuff far away)
We can target next/previous l think I am more interested in threat level than range
Supercruise assist on/off
Don’t use SCA or Landing Assist so wouldn’t remember the binding anyway
Landing Assist on/off
Launch SLF with first pilot
Launch SLF yourself
I don’t fly an SLF but I do carry twin fighter hangers so choices have to be made/allowed for
Request Docking
This is so routine that I don’t see a need for it.
Rel Mouse reset enable (invert disable option)
Save / Load PIP preset

*In-Space UI:

State of thargoid hearts visible next to name on the small front screen display(i.e. Heart (Exerted) 100%)
Current System Name, Next System name, Next System Star Type and Jumps Remaining on top right infoscreen permanently.
More screen clutter, the good thing about that screen is stuff is not permanent though slightly slower to clear would be nice.
On Right panel, Availiable and Used power should be indicated with MW's not percentages.
That could be a screen size decision as percentages will involve lower numbers of digits
Target position indicator on edges of hud for targets not in view. Radar is nice, but distracting.
Something at the edge of my field of view is likely to be even more distracting
When capacitors in SYS ENG or WEP are emptied, they should blink to get some attention.

*Engineering:

Make missions give more material rewards.
Make engineer bases sell all versions(A Rated versions?) of modules they specialize in
Allow us to pin experimental effect blueprints.
Make material traders trade ALL materials at current 6 up and 3 down rates. Make them specialize in specific material types where they perform in 5 up and 4 down rates.
Sorry I don’t understand the material traders bit.
*Limpets:

Make limpets "ammo" instead of cargo space hoarding entities. This way when we "rearm" on stations, limpets get reloaded too.
When there is no Cargo space left, collector limpets should disregard objects that take up Cargo space and collect materials only.

*In Station UI:

Outfitting screen should have all modules. The ones not availiable in station should have a "nearest station(s) to buy" information.
Yes
We should have an option to rent storage space in stations, like we have in carriers. Each pilot has 3 rent slots by default(which can be increased with ARX perhaps?). Rents get paid weekly. If pilot does not have enough credits to pay rent, stuff in warehouse gets lost and rent gets terminated.
No to storage rental but if it comes yes to draconian rules and penalties
*Ships

Make Type 7, Clipper and Orca medium ships. Give Asp Scout a reason to exist.
Simpler just make the medium pad slightly bigger
*Story Arc
No story arcs.
Make the "unlocking" of engineers into a Story Arc. With an overarcing story, some cutscenes, some epic fights. Reward players with materials, pre-engineered modules and even pre-fitted ships as they progress through storyline. Not all engineers need to be part of it, but make sure some of the most critical ones are included. Even some Odyssey on foot engineers could be included in this.

...and no. No ship interiors until you are done with these please.
 
I am always amazed at how much everybody but me knows about the code of this game.
I feel the same way. Worse, in other threads, there are some forum users, who are not devs, who frequently answer posts that are clearly addressed to the devs. Anyone who is not a dev that attempts to answer these is just making stuff up and is in violation of the forum rules.
 
We need an Exploration Shuttle for the SLF bay to fly and land in-person. There are lots of biosignals, but flying in a medium-sized ship sometimes makes it difficult to land. A Shuttle would be a nice addition. And it would be perfect if it could launch that green bioscan field.
 
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