In the various missions screens, SHOW HOW MANY MISSIONS I HAVE currently (or how many I can take still).
The mission lines in the HUD UI could be vastly more informative, say where they are GOING instead of having a giant bar showing how much proportionally you have...that could be much smaller.
In the cargo UI where it says "CARGO CAPACITY" the meaning is wrong. If it shows CARGO CAPACITY 63/64, syntactically that means my CAPACITY is 63 units, ie I can add 63 units, I have 1 in my hold. In the UI, change the word CAPACITY to LOAD, and then you mean what you intend to mean.
In the UI for SRV cargo transfer, the UI words don't make sense at all. The left column IIRC says "transfer from SRV" and the right says "transfer to ship" are misleading.
In fact, the left column is IN SRV. The right column is IN SHIP. If you click to transfer something, it should move to the other column (and ideally, remain highlighted to show that you haven't transferred yet until you hit transfer). Or just get rid of the redundant transfer button and move the goods immediately when clicked. It's not like there's a penalty or risk if it needs to be undone.
Generally, it would be nice as well to have a at least a proportion of missions be player-driven mission generation. Ie IRL I could post "Hey, this ship is going to Robigo, I have 8 VIP slots available and 32 cargo" and have missions generate from that, with perhaps various other missions available NEAR the route, more $ for more pilot inconvenience (like RL, someone would have cargo and say hey but could you stop over there...?) Maybe have a time delay between when a player posts the mission, and over time NPCs find out about it (maybe the player has to post when they'll leave, with big penalties for leaving late) and generate missions.
The mission lines in the HUD UI could be vastly more informative, say where they are GOING instead of having a giant bar showing how much proportionally you have...that could be much smaller.
In the cargo UI where it says "CARGO CAPACITY" the meaning is wrong. If it shows CARGO CAPACITY 63/64, syntactically that means my CAPACITY is 63 units, ie I can add 63 units, I have 1 in my hold. In the UI, change the word CAPACITY to LOAD, and then you mean what you intend to mean.
In the UI for SRV cargo transfer, the UI words don't make sense at all. The left column IIRC says "transfer from SRV" and the right says "transfer to ship" are misleading.
In fact, the left column is IN SRV. The right column is IN SHIP. If you click to transfer something, it should move to the other column (and ideally, remain highlighted to show that you haven't transferred yet until you hit transfer). Or just get rid of the redundant transfer button and move the goods immediately when clicked. It's not like there's a penalty or risk if it needs to be undone.
Generally, it would be nice as well to have a at least a proportion of missions be player-driven mission generation. Ie IRL I could post "Hey, this ship is going to Robigo, I have 8 VIP slots available and 32 cargo" and have missions generate from that, with perhaps various other missions available NEAR the route, more $ for more pilot inconvenience (like RL, someone would have cargo and say hey but could you stop over there...?) Maybe have a time delay between when a player posts the mission, and over time NPCs find out about it (maybe the player has to post when they'll leave, with big penalties for leaving late) and generate missions.