Some dev or Frontier guy needs to get some organization to the stickied thread "Common suggestions to improve Elite: Dangerous." Holy moly! Can't there be some sort of categorization? Like...: tweaks, minor additions, major additions, ... fantasy land? Can striken items (and maybe fantasy) be removed? It just makes more clutter. Aren't ship lights implemented? Says it's [Ins] in my mapping.... anywho.
I have some tweaks and minor additions to promote a more seamless experience and save time. I just started playing a few days ago and these things popped out at me plus a couple of bugs.
User Interface:
Bulletin Board:
Graphics:
I have some tweaks and minor additions to promote a more seamless experience and save time. I just started playing a few days ago and these things popped out at me plus a couple of bugs.
User Interface:
- Outfitting
- Sort by name ascending by default for customizeable internal bays, utility mounts and hardpoints
- Sort by class (I typically do descending) for component specific bays
- Black Market
- Go straight to sell screen until another option is available besides "I Want to Sell Illegal Goods."
- Sell Screen
- Add a checkbox in each row. Add a "Sell" button to the right of "Exit." Pressing it sells all items of the checked boxes.
Bulletin Board:
- Slavery Missions
- Every mission I got was where slavery is illegal. Why do they care if my cargo was stolen?
Graphics:
- Launching (The hangar looks awesome but would only like to see it when I have to use it.)
- On an outpost, which is I assume the "open-air" take off, just release and let us leave. There is no entrance to point us to.
- On the other stations, keep the sound effects (because machinery is at work), spin us and let us leave.
- Supercruise
- FSD Wakes
- Wake on other ships do not follow the path of those ships. It should.
- The texturing of the FSD wake should be improved. Rotating layers. Blurred. Something to make it more "natural" looking when you are close in.
- Change transitioning to/from sublight to eliminate:
- Planetary rings disappear during transition but are present before and after.
- Scenery "jumping" when exiting.
- I keep moving while my instruments say I'm not.
- LOD discrepancies. (I left supercruise 24km from a station.... it was a white dot before and somewhat detailed after.)
- Also saw on Youtube low detailed texture for planet during SC and high detail texture when in sublight.
- Suggestions for above:
- Planetary rings never go away. Though this appears to be the case if I am very very very close to them.
- Textures mipmapped when close. Planets... rings. (Got close to rings prior to posting. Low detail. Attempted SC planet ram. Low detail.)
- Add LOD for stations in supercruise.
- Add additional rock clusters in rings close to the ship. Add alpha gradient to ring texture so as rock clusters appear the texture disappears close up but remains in the distance. Perhaps this could be flat texture to bump mapped to fade-out-to rock clusters.
- Change supercruise to/from sublight transition to stop "jumping." My thoughts... stop all motion on button press, add the blue streaking as a texture to a tube which is bent to destination, (client loads what it needs to) quickly travel through tube and emerge at your destination. Similar thing can be applied to the beginning of hyperspace jump before all the coolness starts to happen.... so the ship is actually pointed directly at the destination before it enters the void.
- FSD Wakes
- Planetary ring LOD
- Something more than grey would be nice for color
- More variety of rock sizes. I'm sure in some rings there are small rocks... some big... more likely a few big and a lot of small. (Small like my fist small... and they hurt shields/armor.)
- Rock clusters above ring plane get pretty dang close (for distant objects) before popping out. To the point where I think I could fly to them. It looks correct that the density of the rocks would be greatest at the plane and quickly go away above and below... but not that they pop out as they approach the size of a capital O or slightly greater.
- Perhaps some planetary ring systems cannot be crossed as the amount of debris would be so great along the plane they could only safely be mined above or below but not in.