Exactly, I think the term "Mod" conjours connotations that lead the entire discussion to being dismissed out of hand. If frontier were to open up some of the less sensitive apis like ui/ux, web based tooling like what you mentioned could be directly integrated, and tools like the ed market connector could be just built right into the client without any need to try and remember to start it up separately, or inara could be used directly in the context of the galaxy map or ship cutomization screens.
For instance:
- A simple mod that augmented the current outfitting screen and displayed all modules and where they could be obtained closest to your current location via inara.
- a small widget which pinned a todo list or some other menu funtionality
- a custom theming mod
The cool thing about modding is that once the studio sees how much life it brings to the game, they may feel more inclined to open up and or just add existing mods right in. I bet also if they were able to make money off them they would be even more motovated
The thing that perplexes me about Frontier is that they know very well players uses external tools to play anytime, yet I see very little interest by Developers to taking care of certain aspects of UI/UX that would be essential within the game. They investigate sometimes about what people needs for to play well?
The most obvious thing is the engineers: a fundamental part of the game left a bit to chance.
The game forces you to always have external tools underneath for proper management of materials, to quickly know how many you own, what you need, where to find them... otherwise the game itself hinders you in managing these aspects precisely because of its own mechanics.
So why not improve the engineers button of the right panel so as to also show information about the lists of changes they can make, the materials needed for each change, tips on where to find the materials... You can see them from the engineer anyway, should I really go to him every time to remind me what material I'm missing?
Another aspect is also the management of essential information regarding the system you are in:
Why not to have directly from the left panel the information regarding at least the services available in a station, outpost, mega ship or fleet carrier directly by selecting it? Informations like: Is there a bartender? Do they sell modules, ships, suits, weapons? Which ones are available to buy? Are interstellar factor services available?
Ok, some of these are showed inside system information screen, but there’s quick informations about target also on left panel, it already gives some information like pad size or faction status, so why not reinvent the UI to give all informations available of target inner business and other useful info?
Really according to the game I should go around totally random in the galaxy to find what I need to upgrade stuff? How do they think it is possible to advance in the game with these mechanics?
Why, as explorer, can't I review my cartographies data and values inside my ship? Could be inserted in the same panel of missions/bounty/fines, improved by same graphics of cartographer list view style to quick view my rewards. Same thing for biologicals too.
Sometimes I wonder if the guys at Frontier also ask themselves these questions while playing or testing the game