As we aim our speculations super high for the next phase for 2020, we still have the current phase 2019 QoL Phase to enjoy.
I have enjoyed a lot of the new additions to the game since the first 2019 Update 1,
And although it feels like QA, stress and bug testing some of the new features seems to have taken a hiatus, hopefully, Update2 might glean some more resources as rolling out an update to an online game is precarious at best.
So hopefully the new community Narrative/content which is starting to roll out is a more inclusive (in-game and out) tying the community together more.
In order to do so, I had a structural suggestion:
First hope:
First making the client-launcher the new start main menu screen.
This could serve as an OS specific, environmental wrapper for the game, which can then launch the 3D game, but also Web-Browser overlay, much like steam and many other UI's that use dev-kit, the menu's will be HTML/CSS, so online-content, like videos, polls, links to the shop, community tools, can be easily launched from the games own environment and the games menus and "stay" inside the environmental wrapper, without the need of an additional pop-up.
This also will give the ability to have a version of the same Client launcher (minus the 3D game), to be adapted to mobile devices, as the menu and online game information will still be the same cross-platform, even if the device doesn't have the juice to launch the game, you still have access to your commander and friends.
My second hope:
Navigational, explorational mapping tools to share the same interface (which if it is web-based, see above, could also be accessed be logging into the game-world, without starting the game, aka mobile-companion app).
Ship-to-ship module transfer.
So I don't need to confusing use module storage, and the ship-yard to move one module of one ship to another.
Plus, can we have like the shop interface to the stored modules so they are easier to manage.
I have enjoyed a lot of the new additions to the game since the first 2019 Update 1,
And although it feels like QA, stress and bug testing some of the new features seems to have taken a hiatus, hopefully, Update2 might glean some more resources as rolling out an update to an online game is precarious at best.
So hopefully the new community Narrative/content which is starting to roll out is a more inclusive (in-game and out) tying the community together more.
In order to do so, I had a structural suggestion:
First hope:
First making the client-launcher the new start main menu screen.
This could serve as an OS specific, environmental wrapper for the game, which can then launch the 3D game, but also Web-Browser overlay, much like steam and many other UI's that use dev-kit, the menu's will be HTML/CSS, so online-content, like videos, polls, links to the shop, community tools, can be easily launched from the games own environment and the games menus and "stay" inside the environmental wrapper, without the need of an additional pop-up.
This also will give the ability to have a version of the same Client launcher (minus the 3D game), to be adapted to mobile devices, as the menu and online game information will still be the same cross-platform, even if the device doesn't have the juice to launch the game, you still have access to your commander and friends.
My second hope:
Navigational, explorational mapping tools to share the same interface (which if it is web-based, see above, could also be accessed be logging into the game-world, without starting the game, aka mobile-companion app).
- With viewable contacts to the left, filters, search terms framing in the map framework (top or bottom and to the side,) so information and filters remain consistent when you got from galaxy view to system view to planetary view, and not have to fight with pop-ups or selecting hovering points over the 3D stars, when you want to know more.
- Bookmarks, with colour and labels (to filter by) and for planetary surfaces.
- System view actually incorporates FSS, System map and the orrery, so one can sidestep between them, and watch the contact list fill up as they discover more.
- This also gives rise to the crew having access to the Navigational tools, (so they can still use the FSS) and could ergo investigate local sights or next jump possibilities and set "way-points".
- Save/share routes: groups of way-points
Ship-to-ship module transfer.
So I don't need to confusing use module storage, and the ship-yard to move one module of one ship to another.
Plus, can we have like the shop interface to the stored modules so they are easier to manage.
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