
Alastar Frost
|
Posted - 2011.02.10 23:15:00 -
[1]
Some stuff that i would like to see changed:
Log Window: Turn around the values. The whole sentence is very long, and the important things tend to be cut at the end if the window is small. So turn it around. It should look like: #NumberHP dealt to #target with a #description blow by your #Weapon/Group This will display the damage colorcoded even in the smallest window (wich is the most important information). Target is second, you usually know what you are shooting but it may change during the fight. (or the source may change aswell.) The third part is the description, as it holds interesting but not too important info (critical or not? good hit or average?). the least important info is your weapon group, as you dont change it while in space. Drone damage was added recently, but its easy to tell drone damage from the numbers without seeing the source in most cases. Maybe adding a small gun/drone/launcher icon like in the target list could be usefull for small log windows too, to completely remove the "i dont know with what i did damage" case.
Dragability of Portraits/Loadouts: You can drag Char name links from the search window or the contacts, but you cant from the info screen. why? every appearance of the Char portrait should be draggable to chat or evemail as a link. Same for fitted ships from the assets tab or ships window while in station. It would make it much easier to share fittings. I often have the case: Someone asks for a fit. I know i have a ship with a decent fit sitting 20 jumps away. "Wait 20 min, ill get to the station to open the fitting screen and send the fit. Hold the line....". And no, adding all fits to the list is not the solution. it only creates a messed up fits list. And its too easy to forget saving all and every fit, just in case.
PI: The routing of materials is inconsistent. I can not route an extractor program that is just over the link capacity, but once the route is set, a restart with more gain creates a unrouted part of the ressources. why? If its to much, just split it and leave a bit unrouted. So the player can decide to drop the little bit of his production (if he has no capacity to increase the link for example) or upgrade the link and reroute the leftover part. Also, why do extractors forget set routes if i change the programme to another ressource? I understand that i have to route it once, but then the extractor should remember it.
Combat: Grouping weapons is great. But why cant i trigger all the tank mods at once? Even on a cap stable ship, i have to click throug 6 tank mods every time i undock? Could you introduce some kind of "group trigger"? The same could be usefull for things like multiple targeting comps/sensor boosters and utilitys like that or other groups you usually use together against the same target like web+scram. I could also imagine, that such a group trigger could help activating modules in a lag situation, as only one command needs to go through and not half a dozen. The group trigger could be a button (right click on an emty slot, make trigger) on which the modules can be dragged (giving them group numbers). so you can either activate them independently (clicking the icon) or all unactivated mods at once (click the trigger).
Fleet/ watchlist: Some actions can be done from rightclicking someone in watchlist, others can not. It should allow everything that you can do from overview like targeting. It feels inconsistent. Also, rightclick in fleet should allow the same actions as rightclicking someones name in chat. Why for example, is it impossible to invite someone frome fleet window to a private chat (for setting up logistics channel/squad chats for example)?
Effects bar: It would be nice to have a little bar over the HUD that shows effects targeted at the own ship. This would not only allow to see who is repping me/ captransferring to me (and who is missing), it would also allow to see when i am scrambled even in a huge battle.
|