QOL Comprehensive Suggestion List

Why
So, I have some features I would like to suggest to improve our overall experience. I know that's almost every serious player in the forum as requests and suggestions so maybe we, as players, should redact a comprehensive list of ideas and suggestion, to be further discussed, to politely presented to FDevs, in an educated and clear way. That way, we can follow the grooving of requests, and maybe work with Frontier to decide which one we feel would like to be implemented first.

Do
  1. Concentrate on quality of life improvements.
  2. Be concise. We want the FDevs to be able and enjoy and read the list in a standard human lifespan.
  3. Be kind with other suggestions.

Don't
  1. Don't be rude: no one must agree with you, and you don't need to agree with anyone.
  2. Don't ask for "too much already asked feature".
  3. Don't be silly: there are plenty of threads out there for you already. ;)

How
If you want to join that effort, I think that we can do it this way: just reply in that thread, copying the list in the very last message. This way, just reading the last message we have a comprehensive look of what the community is asking for.
 
Fine grained Route tracing
I would like to be able to set the average jump range I want, not choose between economic and maximum range (cargo slider is used for trading purposes, not for a really fine grained route tracing)

Target next nearest body
during exploration, I would love to have a key that select the next nearest body I'm close to. That would help a lot, preventing too much target panel looking

Nearest system highlight
I would love to be able to highlight all the nearest system (the ones appear in the target list) in the HUD, so we can travel in a "route-less" way, following the direction we want: Just point to the highlighted system, select it and jump. That's an improvement for each kind of players.
 
Fine grained Route tracing
I would like to be able to set the average jump range I want, not choose between economic and maximum range (cargo slider is used for trading purposes, not for a really fine grained route tracing)

Target next nearest body
during exploration, I would love to have a key that select the next nearest body I'm close to. That would help a lot, preventing too much target panel looking

Nearest system highlight
I would love to be able to highlight all the nearest system (the ones appear in the target list) in the HUD, so we can travel in a "route-less" way, following the direction we want: Just point to the highlighted system, select it and jump. That's an improvement for each kind of players.

---

Supercruise Boost - by https://forums.frontier.co.uk/member.php/161898-spAde4488
The boost button, currently non-functional in supercruise, activates supercharge mode. This grants a massive boost to ship acceleration, maneuverability, and significantly reduces gravitational slowdown at the cost of a massive increase in fuel consumption rate. Upon deactivation, the player enters supercruise at their achieved speed and is temporarily much more susceptible to all gravitational slowdown effects.

Chained Hyperjumps - by https://forums.frontier.co.uk/member.php/161898-spAde4488
Just before arriving at the next system in a plotted route, a 'chain-jump' vector is identified. If the pilot successfully engages and navigates this 'exit tunnel' in witch space, they briefly drop into supercruise but then immediately begin the jump countdown to the next system in their plotted route (to which they are automatically aligned).

---

Add 4 tons of cargo storage to all ships, regardless of modules - by https://forums.frontier.co.uk/member.php/23847-Orvidius
I've come to the conclusion that regardless of what you do with cargo racks, ships should have a small amount of standard cargo space. The idea is that this facilitates picking up at least a few small things, or accept some smaller mission rewards, even if you haven't installed cargo racks. 4 tons seems about right, given that limpet synthesis produces 4 units at a time. This would allow basic functionality in builds that aren't designed for moving cargo (combat ships, exploration ships, etc).
 
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1: Hitting 2 brings up your chat panel and immediately starts a chat message, forcing you to either send it or hit ESC to back out of it just so you can navigate the rest of the social panel. Aggravating waste of keypresses. God help you if you did it on accident during a dogfight. If I dont hit enter, than I don't want to chat. Easy fix.
2: Give us a toggled option to STOP REARRANGING THE NAV PANEL BASED ON DISTANCE. It is infuriating trying to scroll down by keyboard to find the body I'm looking for, only to have it jump around as the relative distances between me and the system locations change. It adds pointless menu time and needs to be something we can disable.
3: Much like point 1, several menus, both in station and in the black, jump us from one panel to another automatically, assuming that we want to select something in that window rather than just glancing at it and moving on. It makes a quick check of station services and contacts an absolute chore, requiring twice as many clicks as it should. Either make each window appear upon scrolling to it so we can see it without a button press, or...no wait, actually, just do exactly that.
4: External landing pads shouldn't care about facing, nor do they need to spin us around before launch. It wastes everyone's time for zero gain, forcing virtually every stop at an open air station to include a 360 degree spin for no reason.
5: Stop mixing landing pad light colors with stations where they blend in. Red lights in a red station or blue lights in a blue station=rude. Pick a color and create proper contrast. Better yet, let US pick a color.
6: Rearrange the SRV boarding menu so that "board ship" is the FIRST option in that menu, not the third.
7: "Transfer cargo" from SRV to ship should be one button. We never have more than two tons to drop anyway and it's hardly common to take stuff OUT of the ship, so save us the button clicks please.
8: Let empty internals be used as cargo space. Cargo racks are just a module tax and we'd have literally the same result if empty space gave us the same room, since the racks are basically weightless anyway. It'd be simpler for everyone.
9: Give limpets a brain--especially collectors. They run into every possible obstacle, pick up stolen stuff when cops are staring right at you and pop if you tell them to get a specific item. I'm still waiting to hear someone explain that. Make higher grades of controller a littler smarter please. Increase the price and power draw if you have to, just make limpets stop blowing up when we sneeze wrong.
10: Stop resending "mission critical" messages about our target body when we delete them. The target appears in our nav panel plain as day if it's a surface scan and it shows up IN BRIGHT BLUE if it's a USS target. We don't need the client reminding us every two minutes that they know where our target is, thanks. Delete=GONE.
11: Stop dropping messages in our inbox about what engineer data we just picked up. We have a popup about it, an info panel on the top right of our HUD and an inventory that shows us everything we have. That's THREE ways we can find out what we found. That's plenty. At least give us the option to turn that off so our inbox doesn't fill up with these pointless messages about someone's big haul or secret info drop. They never lead anywhere and we're all tired of deleting them.

I got more, but I'll let someone else in on the fun for a bit.
 
[h=2]Cockpit Information panel re-design ready for Q4[/h] My idea is simply taking information from galaxy & system maps etc and having them available at a glance in cockpit.

Thoughts at work here are:

A, left bottom panel showing details of the system you are in, after all getting the heads up while in fsd and entering the system would be very useful. Without the need for rifling through galaxy maps and filters etc etc
the panel would obviously change once you target a ship etc and go back to that normal screen and when docking at a station, however improvements could be made for docking purposes I feel.

B, Top panel would go hand in hand with Galnet audio, having a screen of one of the many avatars or even players avatars in open? providing mission warnings, chain mission information etc, it would end the issue of keying in to read message while flying, thinking flying safety here:)

The image below is a rough concept of what could be.
Feel free to add your own ideas they are many of you that will have many types of information that you would like to see i'm sure.
thanks for reading.

uPPMpJC.jpg
 
Fine grained Route tracing
I would like to be able to set the average jump range I want, not choose between economic and maximum range (cargo slider is used for trading purposes, not for a really fine grained route tracing)

Target next nearest body
during exploration, I would love to have a key that select the next nearest body I'm close to. That would help a lot, preventing too much target panel looking

Nearest system highlight
I would love to be able to highlight all the nearest system (the ones appear in the target list) in the HUD, so we can travel in a "route-less" way, following the direction we want: Just point to the highlighted system, select it and jump. That's an improvement for each kind of players.

---

Supercruise Boost - by https://forums.frontier.co.uk/member.php/161898-spAde4488
The boost button, currently non-functional in supercruise, activates supercharge mode. This grants a massive boost to ship acceleration, maneuverability, and significantly reduces gravitational slowdown at the cost of a massive increase in fuel consumption rate. Upon deactivation, the player enters supercruise at their achieved speed and is temporarily much more susceptible to all gravitational slowdown effects.

Chained Hyperjumps - by https://forums.frontier.co.uk/member.php/161898-spAde4488
Just before arriving at the next system in a plotted route, a 'chain-jump' vector is identified. If the pilot successfully engages and navigates this 'exit tunnel' in witch space, they briefly drop into supercruise but then immediately begin the jump countdown to the next system in their plotted route (to which they are automatically aligned).

---

Add 4 tons of cargo storage to all ships, regardless of modules - by https://forums.frontier.co.uk/member.php/23847-Orvidius
I've come to the conclusion that regardless of what you do with cargo racks, ships should have a small amount of standard cargo space. The idea is that this facilitates picking up at least a few small things, or accept some smaller mission rewards, even if you haven't installed cargo racks. 4 tons seems about right, given that limpet synthesis produces 4 units at a time. This would allow basic functionality in builds that aren't designed for moving cargo (combat ships, exploration ships, etc).

Toggle for nav panel auto-arrangement based on distance - suggested by https://forums.frontier.co.uk/member.php/120210-Daynen
So we can have bodies arranged as now - sorted by distance - or by name.

Fine sortable filter in nav panel
An improvement of the previous suggestion. Enable us to choose how the list is sorted by - distance, name, explored/unexplored - and possible a combination of them.

Do not rotate ship on external pad - suggested by https://forums.frontier.co.uk/member.php/120210-Daynen
External landing pads shouldn't care about facing, nor do they need to spin us around before launch. It wastes everyone's time for zero gain, forcing virtually every stop at an open air station to include a 360 degree spin for no reason.

Do not mix pads light colors wiuth stations were they blend - suggested by https://forums.frontier.co.uk/member.php/120210-Daynen
Red lights in a red station or blue lights in a blue station=rude. Pick a color and create proper contrast. Better yet, let US pick a color.

Rearrange SRV boarding menu so that "board ship" is the FIRST option - suggested by https://forums.frontier.co.uk/member.php/120210-Daynen

"Transfer cargo" from SRV to ship should be one button - suggested by https://forums.frontier.co.uk/member.php/120210-Daynen
We never have more than two tons to drop anyway and it's hardly common to take stuff OUT of the ship, so save us the button clicks please.

---

Universal Cartographic Drone - https://forums.frontier.co.uk/showt...-The-Universal-Cartographic-Data-drone-(UCDD)
A drone which can be deployed while very far away colonized space, which enable the cmdr to send exploration data back to the civilization.
 
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Fine grained Route tracing
I would like to be able to set the average jump range I want, not choose between economic and maximum range (cargo slider is used for trading purposes, not for a really fine grained route tracing)

Target next nearest body
during exploration, I would love to have a key that select the next nearest body I'm close to. That would help a lot, preventing too much target panel looking

Nearest system highlight
I would love to be able to highlight all the nearest system (the ones appear in the target list) in the HUD, so we can travel in a "route-less" way, following the direction we want: Just point to the highlighted system, select it and jump. That's an improvement for each kind of players.

Small Cargo Bay in hardpoint slots - I would like to be able to use my unused hardpoint slots to store some cargo or limpets.
Small HP: 1 canister or 2 limpets,
Medium HP: 2 canisters or 4 limpets
Large HP: 4 canisters or 8 limpets,
Huge HP: 8 canisters or 16 limpets

---

Supercruise Boost - by https://forums.frontier.co.uk/member.php/161898-spAde4488
The boost button, currently non-functional in supercruise, activates supercharge mode. This grants a massive boost to ship acceleration, maneuverability, and significantly reduces gravitational slowdown at the cost of a massive increase in fuel consumption rate. Upon deactivation, the player enters supercruise at their achieved speed and is temporarily much more susceptible to all gravitational slowdown effects.

Chained Hyperjumps - by https://forums.frontier.co.uk/member.php/161898-spAde4488
Just before arriving at the next system in a plotted route, a 'chain-jump' vector is identified. If the pilot successfully engages and navigates this 'exit tunnel' in witch space, they briefly drop into supercruise but then immediately begin the jump countdown to the next system in their plotted route (to which they are automatically aligned).

---

Add 4 tons of cargo storage to all ships, regardless of modules - by https://forums.frontier.co.uk/member.php/23847-Orvidius
I've come to the conclusion that regardless of what you do with cargo racks, ships should have a small amount of standard cargo space. The idea is that this facilitates picking up at least a few small things, or accept some smaller mission rewards, even if you haven't installed cargo racks. 4 tons seems about right, given that limpet synthesis produces 4 units at a time. This would allow basic functionality in builds that aren't designed for moving cargo (combat ships, exploration ships, etc).

Toggle for nav panel auto-arrangement based on distance - suggested by https://forums.frontier.co.uk/member.php/120210-Daynen
So we can have bodies arranged as now - sorted by distance - or by name.

Fine sortable filter in nav panel
An improvement of the previous suggestion. Enable us to choose how the list is sorted by - distance, name, explored/unexplored - and possible a combination of them.

Do not rotate ship on external pad - suggested by https://forums.frontier.co.uk/member.php/120210-Daynen
External landing pads shouldn't care about facing, nor do they need to spin us around before launch. It wastes everyone's time for zero gain, forcing virtually every stop at an open air station to include a 360 degree spin for no reason.

Do not mix pads light colors wiuth stations were they blend - suggested by https://forums.frontier.co.uk/member.php/120210-Daynen
Red lights in a red station or blue lights in a blue station=rude. Pick a color and create proper contrast. Better yet, let US pick a color.

Rearrange SRV boarding menu so that "board ship" is the FIRST option - suggested by https://forums.frontier.co.uk/member.php/120210-Daynen

"Transfer cargo" from SRV to ship should be one button - suggested by https://forums.frontier.co.uk/member.php/120210-Daynen
We never have more than two tons to drop anyway and it's hardly common to take stuff OUT of the ship, so save us the button clicks please.

---

Universal Cartographic Drone - https://forums.frontier.co.uk/showt...-The-Universal-Cartographic-Data-drone-(UCDD)
A drone which can be deployed while very far away colonized space, which enable the cmdr to send exploration data back to the civilization.
 
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