Right...let's get to it then. Pitter-patter!
1.) Ship explosions - One of the coolest things I used to see in a game occurred an a certain Mech game I used to play, back in 2002. In the game Mechs were powered by, I think, a very powerful fusion reactor. When a mech was about to go critical, light seeped from out the seems/ punctures/ cracks and eventually go critical and explode. Kind of like in Titanfall. The explosion let out a spherical blast that went all directions and could even take down its opponents and surrounding buildings. It's like the space explosion in The Last Jedi.
2.) Afterburner sounds - Yeah, we don't need em! Heck, even pilots who fly Saabs, and F18s don't hear their own thunderous clap from 3rd person perspective, as occurs in this game. We just need to hear the internalized parts of the engine, like the unique sound of the Krait MKII, and other ships...minus the thunderous, echoing crash that only the 3rd person observer would hear coming from a atmospheric fighter jet. It is much less impressive sounding from in the cockpit. Where you may evidently just hear winding, humming, and wind going past the cockpit.
3.) Tenders - All large vessels which cannot make berth at a port, dock, pier etc. usually stay off shore and crew will come ashore using tenders(smaller vessels, or boats). So why can't we park our large ships outside of a small dock and fly our ship-bay fighters into port? We could still pay of fines, take and hand in missions etc. Sure, maybe we can't repair or refuel our ships, but we can still do other business.
4.) Empty, lonely seats - Why are our crew not sitting in the seats?
5.) HUD colors - Once and for all...can we please at least pay for different HUD color schemes, on console? PC players have been changing them for years.
6.) No love for the Courier and Clipper - No body kits?
7.) Forward swept wing designed body kit for the Python, or even Corvette ship. Kind of like the SU-47 Berkut. Both would wear it nicely. This, of course, if ever there will be other body kits coming for each ship. Or even other variants of these ships (MKII, MKIII etc.)
8.) Single players shouldn't be seeing Wing missions - It has been eating at me that most all assassination missions are for wings, while very few are for the single player. I shouldn't be seeing entire mission lists full of Wing missions. Or if we must, we should at least be seeing equal numbers. I love assassination missions, but I can't very well accomplish one where 3 Pythons are hitting you with Phase Sequencing and Corrosive shell. That's just not going to happen...no matter which ship I fly.
9.) Cutter is too sluggish in super cruise - One of my ideas for the ship was to not only use it for combat, but as a combat explorer hybrid. It just has a neat USS Enterprise look to it, and a decent jump range to boot. Especially when not outfitted with heavy armor, or big shields. The painfully sluggish super cruise maneuverability breaks this. And also makes interdicting impossible...well, last I flew it. It's one thing to have it be sluggish in standard cruise mode, but I don't agree with this at super-luminal travel, when ships like the Corvette and Conda handle just as well as any other ship, in this context.
10.) SRVs that more resemble a Jeep - It's virtually the year 3000...yet, we still drive around in our own personal Curiosity rovers. This thing does not look cool rolling out of anything less than a 1990s space shuttle, let alone a Federal Corvette LOL.
11.) Thargoids(Cyclops and Medusas) playable for all single players that aren't amazing rail gun, assistance off experts. I must have paid 75Mil in re-buys before quitting trying. And that was with SLF capable ships. Most I managed was 2 hearts with almost a 3rd(I had it glowing).
12.) Crashed ships - Let's repair em! Add them to our hangar...wherever that may be.
13.) A Hangar - So one of my favorite things about a certain never to be released game is viewing my collective in a hangar.
14.) Motherships we can carry other ships in? May be asking much, but when cruise by Cubeo I like to sometimes stop at the port that has a bunch of Imperial dreadnought class ships parked outside of it. Often, I think, "damn that would be a sweet ride...I could probably fit a Cutter and all my other ships into it."
15.) A more immersive jump trajectory/ alignment UI. I always felt the aiming at the jump reticle to be a little lacking. Something tells me that the jump alignment process would be more precise and take more calculation. This would slightly slow the jump process, system to system, too...giving bounty hunters more time to nab you. I was thinking how it would be cool to plot your course, and then have to do an alignment of the star/s using a sort of reticle within a reticle, within-a-reticle sort of tunnel sight system...kind of like the escape vector. When all three sights are stacked in alignment you're ready for jump. Maybe this could be an optional thing, though, for more immersion. Again, this idea inspired by a seemingly never to be released game, which also goes as far as to tell you plot obscurity/ debris etc.
1.) Ship explosions - One of the coolest things I used to see in a game occurred an a certain Mech game I used to play, back in 2002. In the game Mechs were powered by, I think, a very powerful fusion reactor. When a mech was about to go critical, light seeped from out the seems/ punctures/ cracks and eventually go critical and explode. Kind of like in Titanfall. The explosion let out a spherical blast that went all directions and could even take down its opponents and surrounding buildings. It's like the space explosion in The Last Jedi.
2.) Afterburner sounds - Yeah, we don't need em! Heck, even pilots who fly Saabs, and F18s don't hear their own thunderous clap from 3rd person perspective, as occurs in this game. We just need to hear the internalized parts of the engine, like the unique sound of the Krait MKII, and other ships...minus the thunderous, echoing crash that only the 3rd person observer would hear coming from a atmospheric fighter jet. It is much less impressive sounding from in the cockpit. Where you may evidently just hear winding, humming, and wind going past the cockpit.
3.) Tenders - All large vessels which cannot make berth at a port, dock, pier etc. usually stay off shore and crew will come ashore using tenders(smaller vessels, or boats). So why can't we park our large ships outside of a small dock and fly our ship-bay fighters into port? We could still pay of fines, take and hand in missions etc. Sure, maybe we can't repair or refuel our ships, but we can still do other business.
4.) Empty, lonely seats - Why are our crew not sitting in the seats?
5.) HUD colors - Once and for all...can we please at least pay for different HUD color schemes, on console? PC players have been changing them for years.
6.) No love for the Courier and Clipper - No body kits?
7.) Forward swept wing designed body kit for the Python, or even Corvette ship. Kind of like the SU-47 Berkut. Both would wear it nicely. This, of course, if ever there will be other body kits coming for each ship. Or even other variants of these ships (MKII, MKIII etc.)
8.) Single players shouldn't be seeing Wing missions - It has been eating at me that most all assassination missions are for wings, while very few are for the single player. I shouldn't be seeing entire mission lists full of Wing missions. Or if we must, we should at least be seeing equal numbers. I love assassination missions, but I can't very well accomplish one where 3 Pythons are hitting you with Phase Sequencing and Corrosive shell. That's just not going to happen...no matter which ship I fly.
9.) Cutter is too sluggish in super cruise - One of my ideas for the ship was to not only use it for combat, but as a combat explorer hybrid. It just has a neat USS Enterprise look to it, and a decent jump range to boot. Especially when not outfitted with heavy armor, or big shields. The painfully sluggish super cruise maneuverability breaks this. And also makes interdicting impossible...well, last I flew it. It's one thing to have it be sluggish in standard cruise mode, but I don't agree with this at super-luminal travel, when ships like the Corvette and Conda handle just as well as any other ship, in this context.
10.) SRVs that more resemble a Jeep - It's virtually the year 3000...yet, we still drive around in our own personal Curiosity rovers. This thing does not look cool rolling out of anything less than a 1990s space shuttle, let alone a Federal Corvette LOL.
11.) Thargoids(Cyclops and Medusas) playable for all single players that aren't amazing rail gun, assistance off experts. I must have paid 75Mil in re-buys before quitting trying. And that was with SLF capable ships. Most I managed was 2 hearts with almost a 3rd(I had it glowing).
12.) Crashed ships - Let's repair em! Add them to our hangar...wherever that may be.
13.) A Hangar - So one of my favorite things about a certain never to be released game is viewing my collective in a hangar.
14.) Motherships we can carry other ships in? May be asking much, but when cruise by Cubeo I like to sometimes stop at the port that has a bunch of Imperial dreadnought class ships parked outside of it. Often, I think, "damn that would be a sweet ride...I could probably fit a Cutter and all my other ships into it."
15.) A more immersive jump trajectory/ alignment UI. I always felt the aiming at the jump reticle to be a little lacking. Something tells me that the jump alignment process would be more precise and take more calculation. This would slightly slow the jump process, system to system, too...giving bounty hunters more time to nab you. I was thinking how it would be cool to plot your course, and then have to do an alignment of the star/s using a sort of reticle within a reticle, within-a-reticle sort of tunnel sight system...kind of like the escape vector. When all three sights are stacked in alignment you're ready for jump. Maybe this could be an optional thing, though, for more immersion. Again, this idea inspired by a seemingly never to be released game, which also goes as far as to tell you plot obscurity/ debris etc.
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