UI Overhaul - more convenience please

A few examples:

Click on a bookmark -> First option to show up is "Delete"
Just why?

Same goes for the shipyard.
Click on 'Purchase Options':
First option is called 'Store current ship', basically buys the selected ship and stores the current one.
The next option buys the new ship and PERMANENTLY SELLS your current one.

Storing the ship should be done in any case as default action.
The exchange ship option has no logical reason to be put in the same window,
the button is called 'Purchase Options' and not 'Accidentally get rid of your fully A-rated G5 engineered ship'.

Selling your ship should be in an entirely different window and nowhere near the 'Purchase Options' option.

Heading over to the ship transfers, is there any reason we can't choose a remotely stored ship and have it transported to some other remotely located station?
Why limit this to the station the player is currently in?

To buy a module (from cargo rack to fuel scoop as an example) you have to:
  1. Select Cargo Rack you want to replace
  2. Click the cargo rack
  3. Click 'Browse Shop'
  4. Select 'Fuel Scoops'
  5. Select Fuel scoop of your choice
  6. Click Fuel scoop of your choice
  7. Click 'Buying options'
  8. Now you're on the 'Back' button, so we need to move to the top of the list
  9. Finally click the 'Exchange' button
That's a whole lotta steps for replacing one single module.

In the mission board you don't have a straightforward way to plot directly to the currently selected missions destination.
Instead you have to:
  1. Open galaxy map
  2. Wait for galaxy map to load
  3. Open system map
  4. Wait for system map to load
  5. Find the target station
  6. Click the target station (in case of planetary station open the surface map and find the station)
  7. Finally plot the route
  8. Close the system map
  9. Close the galaxy map
  10. Close the station UI
Again, a whole plethora of steps that should not be necessary in the first place.
Just replace the open galaxy map option in the mission window with a plot route to mission target option.
The entire UI is riddled with stuff like this, the examples mentioned stick out the most.
 
These are just a bunch of all the cramped UI design... and sadly I do not see this to become any better in the future, just look how they push new functions to existing panes in the cockpit... making it take more and more navigation to do stuff, since we got more toption to manage.

Like the radar many (where you switch to fighter or SRV), that one is so full of inconsistencies, the most notably one is where it forgets where you left if, so it can show you the SRV tab, but show the information from the first tab. Creating alot more navigation, expecially if you also have a fighter hangar, as these appear above the SRVs.

For my figheer, I would like to be able to se the default option of which character is selected default, I do not like to fly my fighter, so I want my NPC crew to be default option, which it becomes after I select it the first time, and then it got lost next time I play....

I totally agree on the bookmarks thing, why on earth did someone think delete is a good default option... after looking at it, it is clear that they present the 3 options in alphabetic order, well, if they auto select the top, why not sort that meny in reverse order, that way, the most common option would be default. and edit/delete requires a little more navigation.


The "send ship/module to", I do believe is ease of implementation, as it far easier to show you current ships/modules and give you the option to "bring here", instead of give you an option of "send to".
Then my personal opinion on this, I would only want to allow this kind of function to work to destions you have already visited.


The entire navigation of the module storage or shop is bad. in the shop, you atleast have categories, but the module storage is back to the flat list again....But then we have the thing you brought up, the buying and replacing of modules, quite ineffective and confusing.

Then we have the engineers, you have multiple modules of the same kind, for example, 4 pulse lasers on your Asp Explorer, and you want to improve one of those, and now you cannot get a reading on what modifications you have on each of them when selecting them, or even really knowing which module is located on what slot.

Same goes for fire groups, I want to divide my beam lasers, to have a firegroup with just my healing beams, this usually turns out to be a try and error thing to get the healing beams out of the fry. Why not have a simple numbering system in place for hardpoints and module slot, just count them from 1 and up... so whenever you need to select a hardpoint for enginering, fire groups, etc, you se a number infront of them... and if you could actually easily from the system meny/modules, see the modification on your module/hardpoint, you can easily pinpoint the desired module/hardpoint to engineer.

Why can't you look at what modification you have done to you modules etc when in your ship, why do you need to be in outfitting? You can see that they are modified, but not their bonues!


I do agree that something needs to be done about this, small nagging things that...I hope they fix this, and also fixes the cokpit design in regards to colors, so those CMDRs who want a different HUD color can have it without breaking the game in other places. causing FDev to create workarounds for what kind of problems this caused later on.

I also is stumped about that we have these gorgeous different ship designs, and then all the cockpits look the same... Come on here. why would a Federal ship have the EXACT look of a Imperal ship? that makes no sense. I would expect stuff to be looking differently, and perhaps add a "UI" module, so that you can make you Federal ship look like the Imperial ships and vice versa... give us customazing options like this. but then again, this would cause even more havoc on this incinsisten UI design.... as I would expect all ship manufacturers would have their own take on the UI should look like.
 
its not only convinience...
some of the UI things are straight unlogical.

lets start with the left hand panel:
  1. Navigation
    You can set Filters, but you can't define presets.
    if you want to quick-switch between different filter settings, you are better off with 3rd-party macro tools
    you can access powers here, but for whaever reasons, engineers are placed on the right hand panel??​
  2. Transactions
    here you got your active mission and claims displayed.
    with the claims, i wonder why i can't have a direct link that opens tha galax map to show me where i can turn the subfaction claims in??​
  3. Contacts
    this is the most anoying tab. why can't i have here the same filter options as i got in the navigation panel?
    i want to be able to exclude police forces, loot that i dont care about (mining chunks, or materials)
    there is also the really anoying fact, that this panel is the only place where i can find out what bounty is on the targets head - IF i manage to find it fast enough in the list before it explodes.​
  4. Sub-Targets
    i dont use this page, its to cumbersome.
  5. Inventory
    i dont use this tab since i hardly ever have a manifest scanner installed

main HUD
  1. Comms
    sometimes chat messages stay there like forever (to be precise after a quick view on the galaxy map),
    sometimes chat disappears faster then you can read it becaus of npc chatter​
  2. Info (top right)
    here are often messages i would like to read but they disappear forever way to fast.
    sure, 3rd party tools allow you to log those, but then... the REALLY interesting messages wont ever show up.
    simple example:
    i am using a Discovery scanner, the info is shown in the middle of the hud and here
    i am using a Kill Warrant scanner, the result is shown... nowhere. i have to look back at the contacts panel to see if the number has changed,
  3. Target Info (lower left)
  4. ...

Right hand panel (condensed to what anoys me most atm)
  1. Holo Me
    why is that there? this belongs to the crotch panel,​
  2. View Engineers
    why is that there? this belongs to the navigation panel.
    the engineer interface was made up from scratch, when it would have been better if they had just copied the powerplay panel and replaced the powers sub-pages with the blueprints, given how wasted the "pin blueprint" (that is bugged) option is​

i could go on with this.
The previous posts already included the outfitting and the mission interface.
@Mission interface
it beats me why i have filters there, when nearly none of those filter presets are usable.
  • Transport filter includes mining tasks, supply runs and courier (data) missions
  • LEGAL filter inclused salvage of ILLEGAL cargo
the passenger mission interface is a carbon copy of the mission interface, yet there are zero filter - why?
...
 
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