In contrast to some of the nerfing requests and troll-baiting going on around this forum, I'm going to start of by saying:
1) This is the best game ever played by myself, easily the best Elite version (see signature for my credentials on this point!)
2) This is not a whinge-post; just my thoughts on what could do with being altered or added in some way
3) Please, no trolling, whining, whinging or other childish behaviour on this thread
4) I'm not going to discuss existing bugs, big or small.
The first thing I'd like to see change is the way docking works - no, not that we have to dock manually, I love that bit, but rather some of the other bits.
The next thing I'd like to see is the addition of navigational lights in the style of current day shipping / aircraft, i.e. red to port, green to starboard, white strobe on top. This could of course be toggle-able from within function menu and mapped keys for stealth. These should be deactivated as a matter of course when landed. On the subject of lights - existing lights could at least reach same range or better than the mining lasers!
Thirdly, a proper engine start up sequence; something along the lines of the DG-IV in Orbiter Space Sim (https://www.youtube.com/watch?v=Ou0_IyNmV1w - pardon annoying narrative), or in other flight simulators. This would have to come with an array of toggle-able functions within a HUD, or as panel with physical switches to be clicked. This sequence should include the need to disconnect external power sources after starting onboard APU, re-start own fusion reactor, spool up engines and so forth. I needn't add that awesome sound effects, and shiny engine-control graphics are mandatory.
Fourth - mining needs de-nerfing. It is presently very time consuming and awkward and results in comparatively low levels of credits/hour/cmdr effort. A mineral scanner, 'roids showing up on the normal scanner, target-locking of 'roids and some more convenient means of loading cargo into the hopper, along with a more convenient hopper management system (present refinery is a little inconvenient in my view) should at least be considered.
I'd also like to see a bit more sub-system damage effects, for example sensor interference if hit, reduction in manoeuvrability according to which thruster has been hit, longer charge times for damaged FSD and so forth, damaged parts on fire if interior/venting if sufficient damage - I don't recall seeing much of this in five weeks or more since launch. Damage control could play a larger part, for example extinguishing media i.e. CO2 for cabin fires (don your respirators first!).
Hyperspace - I'll add my voice to the crowd on this one: If you have a binary system, it should be feasible to lock your FSD onto either body. 0.22LY is no joking matter - realistic, yes and I agree with the scale of systems in this regard being somewhat of an astronomy geek, but on the same point of realism, selecting individual stars to jump to should be doable.
Last but not least, can we please have some sort of stranded-vessel recovery available, at least in populated systems. Use whatever mechanic you want, but I think this is really important to the game.
Please add your own ideas, or whatever. I've also got some thoughts on planetary landing and walking around, but I think they can wait for another thread.
1) This is the best game ever played by myself, easily the best Elite version (see signature for my credentials on this point!)
2) This is not a whinge-post; just my thoughts on what could do with being altered or added in some way
3) Please, no trolling, whining, whinging or other childish behaviour on this thread
4) I'm not going to discuss existing bugs, big or small.
The first thing I'd like to see change is the way docking works - no, not that we have to dock manually, I love that bit, but rather some of the other bits.
a) Principally, the docking request system could do with adjusting slightly. In this regard I'd like to see docking requests queued, on a first come first serve basis and according to the size of vessel vs pads available of that size, with small ships only being given a large or medium pad if no large / medium vessels are in the queue or said small ship has been waiting, or will would otherwise end up waiting a long time (i.e. more than a few minutes). Docking permission then being transmitted automatically by the station or outpost.
b) Landing lights. Yes, we have normal lights, but I thing that having a strobe-type light on vessels granted landing permission or clearance to depart (automatic on granting of such?) would add a level of depth to the game and serve as a visual indicator to other commanders.
c) When landed, service arms could connect to the ship for refuel, rearm and cargo operations, and external power source to minimise own-ship fuel consumption - cue funky industrial type sound effects complete with shiny graphical display on HUD?
d) Docking music for all ships with landing permission, not just those with docking computers - I demand Blue Danube!
The next thing I'd like to see is the addition of navigational lights in the style of current day shipping / aircraft, i.e. red to port, green to starboard, white strobe on top. This could of course be toggle-able from within function menu and mapped keys for stealth. These should be deactivated as a matter of course when landed. On the subject of lights - existing lights could at least reach same range or better than the mining lasers!
Thirdly, a proper engine start up sequence; something along the lines of the DG-IV in Orbiter Space Sim (https://www.youtube.com/watch?v=Ou0_IyNmV1w - pardon annoying narrative), or in other flight simulators. This would have to come with an array of toggle-able functions within a HUD, or as panel with physical switches to be clicked. This sequence should include the need to disconnect external power sources after starting onboard APU, re-start own fusion reactor, spool up engines and so forth. I needn't add that awesome sound effects, and shiny engine-control graphics are mandatory.
Fourth - mining needs de-nerfing. It is presently very time consuming and awkward and results in comparatively low levels of credits/hour/cmdr effort. A mineral scanner, 'roids showing up on the normal scanner, target-locking of 'roids and some more convenient means of loading cargo into the hopper, along with a more convenient hopper management system (present refinery is a little inconvenient in my view) should at least be considered.
I'd also like to see a bit more sub-system damage effects, for example sensor interference if hit, reduction in manoeuvrability according to which thruster has been hit, longer charge times for damaged FSD and so forth, damaged parts on fire if interior/venting if sufficient damage - I don't recall seeing much of this in five weeks or more since launch. Damage control could play a larger part, for example extinguishing media i.e. CO2 for cabin fires (don your respirators first!).
Hyperspace - I'll add my voice to the crowd on this one: If you have a binary system, it should be feasible to lock your FSD onto either body. 0.22LY is no joking matter - realistic, yes and I agree with the scale of systems in this regard being somewhat of an astronomy geek, but on the same point of realism, selecting individual stars to jump to should be doable.
Last but not least, can we please have some sort of stranded-vessel recovery available, at least in populated systems. Use whatever mechanic you want, but I think this is really important to the game.
Please add your own ideas, or whatever. I've also got some thoughts on planetary landing and walking around, but I think they can wait for another thread.