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.
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.