List of long standing (small) requests

I'm preparing this thread as a resume of some of the most common and long standing Small requests. Small doesn't necessarely mean easy in terms of game coding: we don't know the code so what we suppose to be easy it's maybe difficult on the coding side and vice-versa. So in this case Small means things that we would expect in small updates and not game changer or associated to new game mechanics.
  • Universal Limpet Controller: required to have a more flexible ship outfitting to interact with various random missions
  • Fix missing moons orbit lines in VR in the FSS interface: yes this bug is still there
  • Fuel Jettison: required especially by explorers when they need those extra 2-3 LY jump range not achievable because of fuel weight in the tanks
  • Launch Cancel Request: when you press by mistake Launch at the starport and during the platform movement you remember you forgot something (limpets, srv, whatever) and you don't want to go forth and back. It can also happens by mistake at Fleet Carriers and during a jump count-down could be a disaster if you're not able to dock again. Alternatively we should be able to request docking again without the distance restriction nor the need to leave the station.
  • Additional graphical identification marks for planets with biological and gelogical signal: additional identifications in the navigation panel and in the system map to localize these planets after the FSS scan without the need to note them down on paper (impossible in VR of course).
  • "Terraformable" identifcation in the FSS: in the FSS interface, on the planet information panel the "Terraformable" information is missing. It should be added as it is in the system map (thanks @Bigmaec)
  • People shadow movement in the control towers: add some shadow moving forth and back behind the control tower windows to give more life to starports.
  • Crew on board: add crew to the free seats in the cockpits (where available)
  • Improve supercruise acceleration leaving planets: many complained that it takes too much time to accelerate when leaving a planet and they avoid planet bases for this reason (it could be an engineering experimental effect as well)
  • Supercruise smoother transition: a smoother transition when approaching orbital starports and planet rings for example
  • More variations in hyperjump tunnel animation: it's always the same since years. There should be a larger number of these animations and these should randomly change at every jump.
  • Thargoids interactions: system with Thargoids Incursions or Invaded by them (Pleiades sector for example) should be more dangerous and the encounters shouldn't be optional. You should be properly equipped before venturing there. What remains optional is the choice to travel there, not the chance to meet them.
  • Targoids attack near stations in real time and during rescue operations: we know this is already possible as it was used during the Gnosis failed jump to the Cone Sector, but it was never reused later... why?!
  • More dangerous Black Holes: their current rating is "Harmless" when they should actually be at least "Deadly" (thanks @CMDR Nathan Atterlein).
  • Improved Outfitting menu: add options to filter module types and save/load ship outfitting configurations.
  • Bugged Planets Rendering in the System Map: many times, opening the system map after the honk, some planets appear empty/without texture
  • HUD customization colours: being able to change the HUD colour theme. It is already possible through 3rd party tools but this has unfortunately unwanted effects on other graphical interfaces
  • Faster to way to restock items (limpets, powerplay items and so on): the click and hold to change quantity is sometime very slow. Many times it has been suggested to add the possibility to enter the numbers directly
  • Nicer way to manage material ignore lists: the ignore/stop ignoring item is limited to the left UI panel and available when materials are spawn. There should be an independent menu/display with all information filters shown at once where it is possible to manage them properly
  • Improved renderings for NPC pictures: Next Era maybe? (thanks @JohnRoberts for the last 4 entries)
  • Small Seismic Charge Launcher: this request should be part of the Elite Forum Lore already! (credits to @Kenneth McGrew )
  • Type-7 and Imperial Clipper versions for Medium Landing Pad: both Imperial and Cargo Lakon ships lack of a medium ship and many share the opinion that this gap should be filled by the Type-7 and the Clipper. Less popular, but the same, applies for Saud Kruger ships, where the Orca could fill the missing medium size.
  • Galaxy map bookmark folders and/or custom colours: for a better organisation of large large numbers of bookmarks.
  • Add a ‘scanned’ flag to surface POI’s once scanned with the Composition Scanner: so you can keep track of those you've scanned.
  • Add bots or NPC ships sto CQC: often waiting time for other players are too long, in this case bots or NPC ships should be used to be able to play to CQC
  • Offer material rewards for CQC victories: self explaining
  • Multi crew support for SRV: one player flies the ship and another player drives the SRV, so that ground assault missions become true multi-player activities (credits to @nanite2000 for reminding the last 6points)
  • Bridge View in the Fleet Carriers: add a bridge where we can look around and control our FC and see it jumping
  • Customized salute for the Fleet Carrier owner: owners of FC should have a special salute and a special threatment when they arrive and dock to their own FC. Currently they are threated like anyone else and even attacked if they do something wrong.
 
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Amazing.
A post where I can't find a hair in the soup.
Oh, well, one hair: regarding the graphical additional information, I'd like to see if the planet is terraformable.
I guess it doesn't show in the FSS, right?
Thanks!
You're right, this was already requested during the 3.3 open beta. I will add it.
 
It's entirely possible one, some or many of what you listed could actually be included in the "Next Era".

I will be interested to come back to this post once that thing releases.

Personally, I doubt ANY of the old stuff is getting looked at, I expect it to be like powerplay/CQC - a completely new thing designed entirely undercover by frontier, that's almost a separate game added onto what we currently have with nothing linking back into it in any significant way.

We shall see..
 
[*]Improve supercruise acceleration leaving planets: many complained that it takes too much time to accelerate when leaving a planet and they avoid planet bases for this reason (it could be an engineering experimental effect as well)
The counter to this is that it would give worse deceleration performance when approaching planets, making it take longer to safely get down to the surface for both active pilots and "75% at 6" pirate baits.

What I'd like to see for this is to have engine pips affect supercruise handling:
4 pips - gravity wells are less effective (better outward acceleration, but much easier to overshoot or crash on the way in)
2 pips - same as now
0 pips - gravity wells are more effective (more control and sharper deceleration on the way in, takes ages to get out of them again)

Sure, it'd be fairly obvious what pip setting to use in most situations, but at least it's a bit more hands-on than the current supercruise. Give us lateral thrusters as well.
 
The counter to this is that it would give worse deceleration performance when approaching planets, making it take longer to safely get down to the surface for both active pilots and "75% at 6" pirate baits.

What I'd like to see for this is to have engine pips affect supercruise handling:
4 pips - gravity wells are less effective (better outward acceleration, but much easier to overshoot or crash on the way in)
2 pips - same as now
0 pips - gravity wells are more effective (more control and sharper deceleration on the way in, takes ages to get out of them again)

Sure, it'd be fairly obvious what pip setting to use in most situations, but at least it's a bit more hands-on than the current supercruise. Give us lateral thrusters as well.
I like the pips proposal!
But I don't understand why the increased acceleration should increase the approach time. Shouldn't the approach reduce as well?
 
I'm preparing this thread as a resume of some of the most common and long standing Small requests. Small doesn't necessarely mean easy in terms of game coding: we don't know the code so what we suppose to be easy it's maybe difficult on the coding side and vice-versa. So in this case Small means things that we would expect in small updates and not game changer or associated to new game mechanics.
  • Universal Limpet Controller: required to have a more flexible ship outfitting to interact with various random missions
  • Fix missing moons orbit lines in VR in the FSS interface: yes this bug is still there
  • Fuel Jettison: required especially by explorers when they need those extra 2-3 LY jump range not achievable because of fuel weight in the tanks
  • Launch Cancel Request: when you press by mistake Launch at the starport and during the platform movement you remember you forgot something (limpets, srv, whatever) and you don't want to go forth and back. It can also happens by mistake at Fleet Carriers and during a jump count-down could be a disaster if you're not able to dock again. Alternatively we should be able to request docking again without the distance restriction nor the need to leave the station.
  • Additional graphical identification marks for planets with biological and gelogical signal: additional identifications in the navigation panel and in the system map to localize these planets after the FSS scan without the need to note them down on paper (impossible in VR of course).
  • "Terraformable" identifcation in the FSS: in the FSS interface, on the planet information panel the "Terraformable" information is missing. It should be added as it is in the system map (thanks @Bigmaec)
  • People shadow movement in the control towers: add some shadow moving forth and back behind the control tower windows to give more life to starports.
  • Crew on board: add crew to the free seats in the cockpits (where available)
  • Improve supercruise acceleration leaving planets: many complained that it takes too much time to accelerate when leaving a planet and they avoid planet bases for this reason (it could be an engineering experimental effect as well)
  • Supercruise smoother transition: a smoother transition when approaching orbital starports and planet rings for example
  • More variations in hyperjump tunnel animation: it's always the same since years. There should be a larger number of these animations and these should randomly change at every jump.
  • Thargoids interactions: system with Thargoids Incursions or Invaded by them (Pleiades sector for example) should be more dangerous and the encounters shouldn't be optional. You should be properly equipped before venturing there. What remains optional is the choice to travel there, not the chance to meet them.
  • Targoids attack near stations in real time and during rescue operations: we know this is already possible as it was used during the Gnosis failed jump to the Cone Sector, but it was never reused later... why?!
  • More dangerous Black Holes: their current rating is "Harmless" when they should actually be at least "Deadly" (thanks @CMDR Nathan Atterlein).
  • Improved Outfitting menu: add options to filter module types and save/load ship outfitting configurations.

Nice list!
 
But I don't understand why the increased acceleration should increase the approach time. Shouldn't the approach reduce as well?
It depends what you're trying to do (which is why I'd like changes to be controllable rather than universal)

If you're just trying to get to/near to the planet's current position, e.g. for a fast flyby to drop a couple of mapping probes on a small moon, then it'll be quicker both in and out.

If you're actually intending to stop at the planet and enter orbital cruise, however, you need to get your many-multiples-of-c speed down to maybe 1Mm/s before you hit the OC line.

The most efficient way to do that at the moment is to go in really fast, then fly just over the OC line for a bit to get maximum gravitational braking, then drop just below the line and fly in to the destination. (Getting it so that your speed and position are OC-safe just in time to fly straight down to the target takes practice but is good fun)

With less gravitational influence on supercruise, acceleration away from planets would be faster, but the decelerating effect of the gravity well would be lower, which would mean having to start slowing down much further out to avoid either skimming back off the planet because you can't turn fast enough to maintain a constant altitude, or hitting the OC line too fast and taking a 45-second penalty, and you'd have to do the final skim for longer as well, so approaches would end up slower and if you did mess up your loops would be larger (because you'd accelerate away faster again).
 
I'm preparing this thread as a resume of some of the most common and long standing Small requests. Small doesn't necessarely mean easy in terms of game coding: we don't know the code so what we suppose to be easy it's maybe difficult on the coding side and vice-versa. So in this case Small means things that we would expect in small updates and not game changer or associated to new game mechanics.
  • Universal Limpet Controller: required to have a more flexible ship outfitting to interact with various random missions
  • Fix missing moons orbit lines in VR in the FSS interface: yes this bug is still there
  • Fuel Jettison: required especially by explorers when they need those extra 2-3 LY jump range not achievable because of fuel weight in the tanks
  • Launch Cancel Request: when you press by mistake Launch at the starport and during the platform movement you remember you forgot something (limpets, srv, whatever) and you don't want to go forth and back. It can also happens by mistake at Fleet Carriers and during a jump count-down could be a disaster if you're not able to dock again. Alternatively we should be able to request docking again without the distance restriction nor the need to leave the station.
  • Additional graphical identification marks for planets with biological and gelogical signal: additional identifications in the navigation panel and in the system map to localize these planets after the FSS scan without the need to note them down on paper (impossible in VR of course).
  • "Terraformable" identifcation in the FSS: in the FSS interface, on the planet information panel the "Terraformable" information is missing. It should be added as it is in the system map (thanks @Bigmaec)
  • People shadow movement in the control towers: add some shadow moving forth and back behind the control tower windows to give more life to starports.
  • Crew on board: add crew to the free seats in the cockpits (where available)
  • Improve supercruise acceleration leaving planets: many complained that it takes too much time to accelerate when leaving a planet and they avoid planet bases for this reason (it could be an engineering experimental effect as well)
  • Supercruise smoother transition: a smoother transition when approaching orbital starports and planet rings for example
  • More variations in hyperjump tunnel animation: it's always the same since years. There should be a larger number of these animations and these should randomly change at every jump.
  • Thargoids interactions: system with Thargoids Incursions or Invaded by them (Pleiades sector for example) should be more dangerous and the encounters shouldn't be optional. You should be properly equipped before venturing there. What remains optional is the choice to travel there, not the chance to meet them.
  • Targoids attack near stations in real time and during rescue operations: we know this is already possible as it was used during the Gnosis failed jump to the Cone Sector, but it was never reused later... why?!
  • More dangerous Black Holes: their current rating is "Harmless" when they should actually be at least "Deadly" (thanks @CMDR Nathan Atterlein).
  • Improved Outfitting menu: add options to filter module types and save/load ship outfitting configurations.
All great and agreed.
 
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