I'm just going to post these here as a think of them. I've been saving them up for a while, but there will probably be more later.
Fix the on foot viewpoint, which is very unnatural. My best guess is that your point of view is actually about four inches ahead and down of your commander's eyes when you look straight ahead. It's quite noticeable.
Gravity on-foot needs a real rethink. Walk/run/crouch animations need redoing for low/high gravity environments. If you're trying to walk on a low-G moon you should be, well, moonwalking. Crouching at the speed the animation goes shouldn't be possible either; your feet would leave the ground. High-G should be more of a trudge. Outposts claim to use magnetic boots when you disembark, but this is not reflected in the animation, where one foot should be attached to the deck at all times.
On a related note, station and ship gravity needs rationalising. Either the lore needs retconning to allow for artificial gravity and inertial dampening (at least on any structure up to outpost/megaship size) or a lot of interiors need a complete rethink. There are too many objects lying around that need near-normal gravity to work - plants that have grown normally, things on tables, mugs, glasses and bottles in bars and cabins. The Krait cockpit has a coffee maker with mugs hanging off hooks and a plate of biscuits! Just think about how that would work in zero G.
Carrier management - at the moment, a failure to successfully plot a jump unhelpfully throws you back to the management screen. It would be better if it kept you on the map so you can try somewhere else. It would also be useful if full systems had a red mark on the galaxy map the way full bodies do on the system one.
Ship flight - we could really use a control bind for activate/deactivate flight assist / docking computer (they could be the same control). In a large system it can be annoying to have the scroll all the way through the nav panel to find the object you already targeted from the map.
The chevron when looking down a weapon scope needs to be a different colour to stand out more against Night Vision. At the moment it gets lost.
Using Night Vision on a suit does not outline your own arms/legs/weapon/tool, making them obviously overlaid on the rest of the game view.
Obviously a lot of the ship models need reworking to fit in with human-scale activities. The Cutter ramp, the Anaconda dorsal airlock. The Python has no door at the top of the elevator, just a blank wall (compare with the Krait which has nearly identical landing gear). A few ships have no obvious door. Also bring back the rear ramp on the Asp, which stopped opening with Horizons and never came back.
Fix the on foot viewpoint, which is very unnatural. My best guess is that your point of view is actually about four inches ahead and down of your commander's eyes when you look straight ahead. It's quite noticeable.
- looking straight ahead it seems as though your POV is somewhere on the level of your commander's chin (it's not high enough to meet other characters' eyes)
- looking down at your feet all you can see is your toes. At this point your POV is somewhere over the top of your head. You should be able to see the front of your body.
Gravity on-foot needs a real rethink. Walk/run/crouch animations need redoing for low/high gravity environments. If you're trying to walk on a low-G moon you should be, well, moonwalking. Crouching at the speed the animation goes shouldn't be possible either; your feet would leave the ground. High-G should be more of a trudge. Outposts claim to use magnetic boots when you disembark, but this is not reflected in the animation, where one foot should be attached to the deck at all times.
On a related note, station and ship gravity needs rationalising. Either the lore needs retconning to allow for artificial gravity and inertial dampening (at least on any structure up to outpost/megaship size) or a lot of interiors need a complete rethink. There are too many objects lying around that need near-normal gravity to work - plants that have grown normally, things on tables, mugs, glasses and bottles in bars and cabins. The Krait cockpit has a coffee maker with mugs hanging off hooks and a plate of biscuits! Just think about how that would work in zero G.
Carrier management - at the moment, a failure to successfully plot a jump unhelpfully throws you back to the management screen. It would be better if it kept you on the map so you can try somewhere else. It would also be useful if full systems had a red mark on the galaxy map the way full bodies do on the system one.
Ship flight - we could really use a control bind for activate/deactivate flight assist / docking computer (they could be the same control). In a large system it can be annoying to have the scroll all the way through the nav panel to find the object you already targeted from the map.
The chevron when looking down a weapon scope needs to be a different colour to stand out more against Night Vision. At the moment it gets lost.
Using Night Vision on a suit does not outline your own arms/legs/weapon/tool, making them obviously overlaid on the rest of the game view.
Obviously a lot of the ship models need reworking to fit in with human-scale activities. The Cutter ramp, the Anaconda dorsal airlock. The Python has no door at the top of the elevator, just a blank wall (compare with the Krait which has nearly identical landing gear). A few ships have no obvious door. Also bring back the rear ramp on the Asp, which stopped opening with Horizons and never came back.