There is an inherent design problem with it.
As you probably noticed the whole HUD has one single RGB matrix. That means that, for example, you can't change the colour your shields will be displayed in, or enemies on the radar, separately.
Not only that, but the station menus also use the same RGB color settings meaning that the colors used to display the NPC pictures are also dependent on the same settings. That means that if you change the base RGB color values you can throw off those NPC pictures dramatically as well.
There was a thread titled NO2O ("No to Orange") which was started to address this issue which includes various RGB values that can be applied to the HUD settings to give good differentiation between the base HUD color and the "accent" colors that show shield rings, etc., so that the overall HUD remained functional. In many cases you can also find a setting that will preserve the original colors for the NPC pictures as closely as possible.
That thread is located here: https://forums.frontier.co.uk/showt...le-HUD-Colour-Color-Configs-(please-add-yours!)
I've used this method to give my ship's HUD a nice blue color with a white accent color and from what I can tell the NPC pictures look normal (although I haven't done a side-by-side comparison to the original HUD). In some ways the blue HUD colors I use now is actually somewhat more legible when scooping near bright stars as the default orange color HUD is particularly hard to read near bright yellow-orange stars.
And that also means that FD can't (or better won't) give us optional HUD colours, because they would never be optimal in all situations.
I'm actually happy with the current situation of changing it ourselves because if they did offer the "option" it would be locked behind a DLC paywall. It would also require some actual effort on FD's part to test different RGB settings that don't mess up the NPC pictures and the DLC would probably be rather expensive as a result, considering that they are selling a single line of RGB code to change weapon colors at $1.75 and that required zero testing or effort on their part to implement.
FD has, to their credit, added a "GraphicsConfigurationOverride" xml file in the AppData\Local\Frontier Developments\Elite Dangerous\Options\Graphics folder that allows us to adjust these settings ourselves and because of this I expect they are unlikely to put any effort into something that we can already do for free. You can use this override file to change the HUD colors using the instructions in the thread I linked above while still keeping the game's original graphics settings file intact for reversion later if needed.
I agree with all of this, except one thing - Elite is, in all regards, an indie game. It shows like an AAA title, it looks like an AAA title, it plays like an AAA title and is SELLS like an AAA title, all because Frontier is awesome. But it is NOT an AAA title.
No. What makes an AAA title is the budget and manpower. None of which is Frontier's case.
That is a common misconception on these forums, but Elite is most definitely not an "indie" game in terms of revenue and resources. Elite has generated over $60 million USD of revenue within the first two years and FD has 300 employees as of 2016. The only reason Elite isn't really considered a full AAA title is because the game was originally launched via. kickstarter and even now is STILL missing key features that would be expected of any AAA game, including properly implemented multiplayer interactions, stable servers and adequate beta testing of content prior to release. FD wants to give the impression that they're "doing the best they can" with "limited resources" as if they literally can't do any better but the reality is that they are trying to use the game as a lucrative, low-maintenance cash cow so they can focus development resources on other projects instead, and they are somehow hoping players won't notice.
FD is nowhere near an "indie" developer however. A true "indie" title would be No Man's Sky given that Hello Games is a very small company in comparison to FD, with only 16 full-time employees, and we all know how that turned out.
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