Canopy
Long ago, I used to think that engineering your life support for strength, or using an A-class life support increased canopy integrity. I feel like it would be nice to bind cockpit damage to the life support module and make it pop once life support gets below 50-55%. This way it would give life support engineering more use, beyond the lightweight life support which is the most (if not only) used engineering type. Either that? Or make canopy engineering its own engineering entry.
Galmap 2.0
While out searching for...things (no, it wasn't Raxxla...really!), I began re-noticing shortcomings. First, red giants use the same icons as red dwarfs. There was maybe one or two red giants that I seen with unique icons. This makes visually spotting out the star type (there are people that like hunting for specific star types after all) tricky. Second, is that we have no way to specify more than one filter, for example; filtering for non-civilization = none + start type + visited or not visited, or civilization = yes + star type + visited or not. Around the Bubble, it would probably be useful to combine state, economy, security... It would also be nice to have the option to keep realistic view when specifying various filter types, as opposed to turning the star type filter to just all red icons, this way we can visually ID the type of class M stars, or non-sequence star. I used to hunt black holes and setting filter types to non-sequence more often than not lead to neutron stars. Being able to visually identify via the icon would help.
AX combat
Cold orbiting (HUD) guides. I'm normally okay at just orbiting, once I finally get there, but after the attack runs, things can go haywire and it could be tricky to get back into orbit. I might come in a little too hot and get pulled into the thermal lightning, or too far out and struggle to get back in. For me, the not-so-ace orbiter, it would just be nice to have some sort of visual HUD tunnel to stay aligned with. Something like the FSD interdictor escape route--could be re-tweaked for orbit/ entry mini-games, for those that wish to have it turned on.
I think the game could also be re-tweaked so that just about any ship, in AO mode could scoot back up to the object without boosting in a reasonable fashion, instead of everyone having to use the Chieftain for this reason as a baseline (since it's the only ship that can maintain orbit without too much boost).
Planetary entry
Similar to the above, I also felt that a similar (realistic) means of entering a planet's exclusion zone, NASA style, could be nifty a well...for those of us that want to do it realistically and not just nose down and go in. If atmospheric worlds come? this will be especially useful. To do this effectively we would need to be able to enter a coordinate locator type view, similar to the surface detail scanner, where we can say, "this is where I want to land--at this coordinates" and the HUD guide can guide you, safely and accurately to those coordinates. For those that don't want to use this HUD mode it can be turned off, but let's face it...the game can still use a coordinate finder, instead of just aimlessly flying in weird spirally directions to find coordinates and this leads to the next suggestion.
Where am I on the planet (more map stuff)?
When I would enter system view, from the ground, I never see where on the planet I am, or where things are relative to where I am. If I'm combing over the surface, looking for interesting geography, I want to know where it is, relative to where I am. Or where I currently am on the body at all.
Long ago, I used to think that engineering your life support for strength, or using an A-class life support increased canopy integrity. I feel like it would be nice to bind cockpit damage to the life support module and make it pop once life support gets below 50-55%. This way it would give life support engineering more use, beyond the lightweight life support which is the most (if not only) used engineering type. Either that? Or make canopy engineering its own engineering entry.
Galmap 2.0
While out searching for...things (no, it wasn't Raxxla...really!), I began re-noticing shortcomings. First, red giants use the same icons as red dwarfs. There was maybe one or two red giants that I seen with unique icons. This makes visually spotting out the star type (there are people that like hunting for specific star types after all) tricky. Second, is that we have no way to specify more than one filter, for example; filtering for non-civilization = none + start type + visited or not visited, or civilization = yes + star type + visited or not. Around the Bubble, it would probably be useful to combine state, economy, security... It would also be nice to have the option to keep realistic view when specifying various filter types, as opposed to turning the star type filter to just all red icons, this way we can visually ID the type of class M stars, or non-sequence star. I used to hunt black holes and setting filter types to non-sequence more often than not lead to neutron stars. Being able to visually identify via the icon would help.
AX combat
Cold orbiting (HUD) guides. I'm normally okay at just orbiting, once I finally get there, but after the attack runs, things can go haywire and it could be tricky to get back into orbit. I might come in a little too hot and get pulled into the thermal lightning, or too far out and struggle to get back in. For me, the not-so-ace orbiter, it would just be nice to have some sort of visual HUD tunnel to stay aligned with. Something like the FSD interdictor escape route--could be re-tweaked for orbit/ entry mini-games, for those that wish to have it turned on.
I think the game could also be re-tweaked so that just about any ship, in AO mode could scoot back up to the object without boosting in a reasonable fashion, instead of everyone having to use the Chieftain for this reason as a baseline (since it's the only ship that can maintain orbit without too much boost).
Planetary entry
Similar to the above, I also felt that a similar (realistic) means of entering a planet's exclusion zone, NASA style, could be nifty a well...for those of us that want to do it realistically and not just nose down and go in. If atmospheric worlds come? this will be especially useful. To do this effectively we would need to be able to enter a coordinate locator type view, similar to the surface detail scanner, where we can say, "this is where I want to land--at this coordinates" and the HUD guide can guide you, safely and accurately to those coordinates. For those that don't want to use this HUD mode it can be turned off, but let's face it...the game can still use a coordinate finder, instead of just aimlessly flying in weird spirally directions to find coordinates and this leads to the next suggestion.
Where am I on the planet (more map stuff)?
When I would enter system view, from the ground, I never see where on the planet I am, or where things are relative to where I am. If I'm combing over the surface, looking for interesting geography, I want to know where it is, relative to where I am. Or where I currently am on the body at all.
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