It would be nice to see poll / upvoting /downvoting on ideas and concepts.
So devs/moderators and the community can see what people value, or have talked about in the past.
And if one is so brave: the devs quick-response-status
Remember the dev's have planned out features and workload of features and fixes all in advance. They bunch them together in "updates".
The updates are planned in Months, Quarters and Years.
The closer the update is, the more concrete they can be as to what is happening with it, after that, it's always on the scale of "hell yeah we like it, but we got to find a time slot to fit it in. It might be never, 2-5 years from now, hopefully, the next 3 updates.
And EVEN THEN, things can even be concretely planned for 2-3 updates away, with a skeleton dev-crew blocking out and experimenting,
but depending on the work-flow / other issues that the current build of the game and the next update might generate.
They might be forced to prioritize developer time on a tweak/fix/buff/nerf a feature that could disrupt planned work for future updates in a domino effect.
How many times does the forum (community and moderators) need to see another thread about :
So devs/moderators and the community can see what people value, or have talked about in the past.
And if one is so brave: the devs quick-response-status
Remember the dev's have planned out features and workload of features and fixes all in advance. They bunch them together in "updates".
The updates are planned in Months, Quarters and Years.
The closer the update is, the more concrete they can be as to what is happening with it, after that, it's always on the scale of "hell yeah we like it, but we got to find a time slot to fit it in. It might be never, 2-5 years from now, hopefully, the next 3 updates.
And EVEN THEN, things can even be concretely planned for 2-3 updates away, with a skeleton dev-crew blocking out and experimenting,
but depending on the work-flow / other issues that the current build of the game and the next update might generate.
They might be forced to prioritize developer time on a tweak/fix/buff/nerf a feature that could disrupt planned work for future updates in a domino effect.
- Back-burner: Team is debating whether the concept is worth implementing and where might fit in with a future update.
- Design issues: It straight up collides with existing mechanics/design/architecture of the existing or future planned revisions of the game
- Planned for a coming update (one this years release): We like it, and we want to put it in. But don't hold your breath.
- It's in the release pipeline for the upcoming beta/release.
How many times does the forum (community and moderators) need to see another thread about :
- A Universal limpet controller thread?
- improve supercruise flight-times by tweaking the responsiveness of the acceleration/deceleration rates ....(somehow??? I do believe it is as fair and balanced as they could make it people)
- QOL for Trade tools? Say selecting the station IN the system-map and being able to compare it directly, instead of going via the Commodities, or Galaxy-Map > commodities filter.
- Selectable Planetary locations (geological/organic) in the surface scanned view.
- Bookmarked Planetary Co-ordinates & other such locations.
- Hide 3D surface scanned view until the surface has had a detailed surface scanner.
- Use the placeholder 2D card generated by your FSS scan.
- More indication of how factions rep gives bonuses (fewer scans, more protection)
- Info panel (top right) needs to be tabbed and themed
- More fine-tunes for the Flight Assist throttles
- Super-cruise Assist toggle-button.
- On/Off indicators for
- Ships lights
- Night vision
- Hardpoints
- Cargo scoop
- Silent Running
- Super-cruise Assist
- Mass lock Strength and not a binary light.
- Fine-tuning the scans
- Who is scanning, and how far along are they?
- Passengers binary negative reaction to a scan being initialized undermines any countermeasures to break or dilute the scan attempt.
- Cockpit Panel Activate & Deactivate missing 3rd alternative
Panel Activate AUTOMATICALLY with a head look in that directionPanel Activate when holding the UI-focus button (which overrides head look orientation to dead centre) then by the control-bind look in a direction.- Panel Activates when looking in the correct direction THEN tapping a UI-focus button.
- Cockpit Compass address to target
- Fire-Groups can only be assigned when in that correct Mode and groups are invisible between modes.
- Contacts panel - distances to objects
- Better Cycling through the external panel for contacts/navigation
- I war had one contacts panel, but was colour coded to "unknown, navigational, enemy, neutral, friendly which could be filtered to that mode)
- Cycling through Ships (ahead, next and previous)
- Cycling through Hostiles (nearest, next and previous)
- Cycling through Targeted Vessel Modules (next and previous)
- Cycling through cargo/materials/mining fragments in space (ahead/nearest, next and previous)
- Cycling through Contact panels (filtered) Navigational Bodies (target body ahead, target nearest body, next furthest away body)
- Cycling through Navigational WayPoints (Current, next, previous)
- I war had one contacts panel, but was colour coded to "unknown, navigational, enemy, neutral, friendly which could be filtered to that mode)
- Contacts panel - SCANNED target information. Panels show off basic information, but also like "ships" the scan allows a drill-down into more information for say
- Ships
- cargo manifest
- modules
- passengers (missing?)
- Planetary bodies
- Atmosphere
- Surface conditions (gravity, lava, icy, rocky)
- Minerals
- Surface targets : Geological / Organic / Surface installations / POI
- Station information that is in a popup.
- Allegiance: Faction (but no indication with our standing with them or if they are in charge of the system)
- state: boom / war
- Economy
- Relationship: neutral (why not have it just below the allegiance)
- Has appropriate landing pads
- Activities: trade, smuggling (we have an icon)
- Station information that is important to know in the popup (and/or could be an icon in the contacts panel)
- Outfitting
- Restock
- Refuel
- Shipyard
- Any of my docked ships
- Ships
- Discovery scanner if the system has been scanned already (by the devs hand-fed information, other pilots).
- Currently, it keeps telling me 8 bodies scanned in a system I just passed through and had scanned already.
- FSS should import the "known" information prior to Discover Scanner - we are looking for missed things).
- CONSISTENCY in Contacts panels AND System map, orrery (and Galaxy map, come to think of it,
Display concretely via colour coding/icons- Body is known by "the game"
- Body has been scanned
- By another player (named tagged or pending)
- NOT by another player
- Scanned by you (name tagged or pending)
- NOT scanned by you
- Body has been mapped
- By another player
- NOT by another player
- By you
- NOT by you.
- There has been confusion, (especially when cockpit and system map values differed in prior builds) over scanned status, but there is still no "quick-look" in the contacts panel, it's FSS and system map only over named commanders. Consistency (again) is lacking. The visual representation of the system map, shows named commanders who have scanned, but not in the information panel on the left(?)
- Bug/Feature in information panel that shows (refining) FSS scan text, and actually resolve the scan in the system-map and not FSS.
- System map has the same/similar filters as the galaxy map
- At a glance, we can see the "yellow" refinery and "green" agricultural stations.
- Orrey: quick zoom to the player's gravitational host position and not the central star.
- SRV and 3rd Person Contacts panels for better threat assessments
- Save outfitting preferences
- Save Module Priority Preferences (for combat, trade, smuggling)
- Re-work Module priority system replace/augment
- " top-down which modules to shut down first"
with - " Bottom-up detailing which modules to power up first", so we can ensure that chaff is powered and prioritised (2) over the shields charging (3),
- " top-down which modules to shut down first"
-