Random suggestions

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.
  • 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.
 
Assign suit cosmetics to the loadout slot rather than the suit itself; that way we could reuse the suit in different loadouts with different looks.
 
Actually, here's an illustration of the POV issue, which is even worse than I thought.
 

Attachments

  • Veroandi(Henson Station)_00002.jpg
    Veroandi(Henson Station)_00002.jpg
    117.2 KB · Views: 57
  • Veroandi(Henson Station)_00001.jpg
    Veroandi(Henson Station)_00001.jpg
    122.9 KB · Views: 57
The nav panel filter could use some work to make it more useful. It would be good if, even when filtered, objects you have bookmarked still showed up. Also, if your own fleet carrier always showed regardless of filter (and possibly those of squadron/friends too).

Crew: more could be done with NPC crew members. By now there is really no excuse for them not being present in the cockpit. It could also be interesting to have them play a part in ground missions, either on foot or providing air support to an on foot commander. Not sure I trust them with a SRV though.
 
Oh yes, altitude indicators for the symbols on the on-foot radar. I'm not asking for anything quantifiable, just little arrows showing when they're significantly above or below me.

Also, either make powered down charge points look different on the radar or don't bother showing them at all. It's annoying to head for one in the middle of a conflict zone only to discover it's one of the base ones rather than one of the portable ones, and isn't working.
 
Next idea - proper stealth mechanics, possibly involving a dedicated stealth/cloaking suit. Probably with bad/no shields, for the sake of game balance.
Stealth module for ships would be a nice addition - e.g. one could land next to the settlement and keep being invisible from large distance (> 500m) for other ships radars and ground defense and look semi-transparent (hard to notice from distance) to on-foot commanders.
 
Update the Scarab's wave scanner to detect biological signs - well, all Odyssey content, actually.

Rethink the Scorpion's armaments, which are woeful for a supposedly combat-focused vehicle. I read your explanation of your reasoning on the gun's mechanics, but I think you overdid it. Even when it's fully spun up to give you minimum spread, by the time you're close enough to someone to be reasonably sure of hitting them you might as well just get out and punch them instead.

Similarly, the missiles do deeply unimpressive damage (especially compared to a L-6). Boost them by quite a bit, and maybe allow synthesising refills too.
 
but I think you overdid it. Even when it's fully spun up to give you minimum spread, by the time you're close enough to someone to be reasonably sure of hitting them you might as well just get out and punch them instead.

It's made like that to stop you using it as a base clearing machine, they don't want you to use it against NPC's and other players, they don't want you to be reasonably sure of hitting them.
 
It's made like that to stop you using it as a base clearing machine, they don't want you to use it against NPC's and other players, they don't want you to be reasonably sure of hitting them.
I understand why they did it, I just don't think they got it right. It's certainly not useful for just wiping out everything in a base, but that's because it's not useful for anything.

What's the point of giving a supposed combat vehicle a weapon where you're not "reasonably sure of hitting them"?

My next idea is to have variants on the Scorpion, the way we do on ship fighters. Imagine a Scorpion variant that ditched the useless rotary cannon for a sniper weapon like the Executioner - high damage, long range, high accuracy but low rate of fire, lower ammo pool. Add in a zoom, perhaps a variable zoom, on the turret too (something which the Scarab has wanted for ages as well).

You wouldn't want to wander into the thick of a firefight with that, but it would be very useful in some circumstances.
 
I understand why they did it, I just don't think they got it right. It's certainly not useful for just wiping out everything in a base, but that's because it's not useful for anything.

What's the point of giving a supposed combat vehicle a weapon where you're not "reasonably sure of hitting them"?

Except some people think it is good at what it is designed for, I don't know I haven't tried one out for combat, but others reckon it's fine against ships and Goliath Skimmers and stuff like that.
 
Improvements for the launcher:

  • put client upgrades/downloads available as soon as the galaxy servers are down for patches, rather than having to wait until they come back up and then downloading. Is there some technical reason this doesn't happen?
  • allow the launcher to update Horizons and play Odyssey at the same time, or vice versa. If they're truly two separate clients this shouldn't be a problem, surely?
 
We could use a key binding to target whatever our NPC crew is targeting.

On a related note it would be good if SLFs and their mothership shared radar info with each other. The SLF is supposedly flown through a VR telemetry link - it makes no sense lore-wise that sensor info isn't sent through the same communications link (might not be so easy from a game perspective though).

Unmanned turrets set to "fire at will" should focus fire on the target that the pilot is attacking first, and only aim for other valid targets if it's out of range.
 
Stealth module for ships would be a nice addition - e.g. one could land next to the settlement and keep being invisible from large distance (> 500m) for other ships radars and ground defense and look semi-transparent (hard to notice from distance) to on-foot commanders.
Yea it's called silent running, plus heat sinks..and gitting gud at flying the ship 🤪🤪
 
Back
Top Bottom