The "Loadouts" feature lets you save a ship build (including engineer mods) under a certain name, then quickly switch to that build without having to load each module individually. You could also transfer all the items for a loadout to a given station with a single command, and optionally fill in missing pieces of a loadout from things available for sale on the current station.
You can also create an "Ideal" loadout. This auto-pins any engineer mods and ship modules needed for the build. At any time you can check to see what you still need in order to accomplish the ideal. The game would for example highlight items at a station or in the Inventory list that would get you closer to the ideal.
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The "Test Scenarios" feature lets you create your own scenarios similar to the training missions. You pick which ships will be in the scenario, and what loadouts and AI skill they will use, including your own ship. Then you fight against them in a simulated situation, such as them trying to interdict and pirate you, or vice versa. Or you taking on three ships at once, etc.
This would allow ALL players to experiment with different ideas for builds, not just people who have access to the beta test server. Currently, we XBOX players don't have that luxury to figure out the new metas before the season even starts. Also, for inexperienced players, or people who just never did much combat (such as explorers like me), the rebuy costs after dying are not worth the risk to learn how to effectively fight in a big ship. So we just avoid it. However if there was a good way to practice without risk, then the game would be a lot more approachable.
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Oh, and, FOR THE LOVE OF CHRIST, make the materials/data inventory hold 100 of each thing, rather than 1000/500 total. Nothing is more frustrating in this game than getting full, then having to discard stuff that took forever to find in decent quantities. What value is there to limiting this inventory at 1000 items? If you think it forces people to go to the engineers more often, that's not what it does, not at all.
You can also create an "Ideal" loadout. This auto-pins any engineer mods and ship modules needed for the build. At any time you can check to see what you still need in order to accomplish the ideal. The game would for example highlight items at a station or in the Inventory list that would get you closer to the ideal.
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The "Test Scenarios" feature lets you create your own scenarios similar to the training missions. You pick which ships will be in the scenario, and what loadouts and AI skill they will use, including your own ship. Then you fight against them in a simulated situation, such as them trying to interdict and pirate you, or vice versa. Or you taking on three ships at once, etc.
This would allow ALL players to experiment with different ideas for builds, not just people who have access to the beta test server. Currently, we XBOX players don't have that luxury to figure out the new metas before the season even starts. Also, for inexperienced players, or people who just never did much combat (such as explorers like me), the rebuy costs after dying are not worth the risk to learn how to effectively fight in a big ship. So we just avoid it. However if there was a good way to practice without risk, then the game would be a lot more approachable.
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Oh, and, FOR THE LOVE OF CHRIST, make the materials/data inventory hold 100 of each thing, rather than 1000/500 total. Nothing is more frustrating in this game than getting full, then having to discard stuff that took forever to find in decent quantities. What value is there to limiting this inventory at 1000 items? If you think it forces people to go to the engineers more often, that's not what it does, not at all.