
Mehg
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Posted - 2007.03.04 06:46:00 -
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1) Hotkeys - the UI is very mouse-driven. With the exception of mods (which already have assigned hotkeys), there isn't any way to hotkey other popular actions(such as drone engage, target next closest hostile, target next closest gang/fleet member).
2) Gang/Fleet UI - Divorce this from the Target overview, make it it's own window. Make it clear which/who Leadership bonuses are being applied, and let commanders drag/drop members to different wings/squads
3) Drone UI - Divorce this from the Target overview, make it it's own window. Make drone groups more friendly to use
4) Station Inventory Management - allow production/market/contracts/assets to "see" inside containers (or open containers), so that you no longer have to drag all the items outside of neatly organized containers just to start a production job, or put on the market.
5) Drag n Drop - dragging an item onto a container icon should "drop" the item inside the container without having to open up the container (assuming you have access to).
6) Insta-Lag Death - there is nothing worse than zoning into a new room on a mission, seeing your overview light up light a christmas tree, then being unable to do anything for about 10 seconds... only to find once you are able to move your already at 0 shield, 40% armor, and popped before you can even line up for warp.
7) Better transition between high/low/0 sec via agents - right now, there isn't enough of a drive to push people out into the lawless areas of space. It's obvious the bulk of the game occurs out in 0.0, but it's very possible for a person to stay in high-sec for years and never have to step foot into 0.0 space. Make jumpclones more accessable (lower the rep requirement). Move most of the L3 agents to low sec. Move all L4+ agents to low/0 sec. Give players a bigger reason to migrate towards 0.0 as they progress in the game - and agents are one logical way to help promote this.
8) Encourage/revamp "remote" mods - items such as remote reppers/transfer arrays/tracking links. These are great ways that people can gang together with unequal skills (a starting player with their first cruiser helping out a corpmate with their battleship in a L4/DED complex, for instance). There are ships with great ship bonuses for these items, but the transfer range is extremely limiting (~5km for most) - maybe add to the Skill required for use a range-increasing modifier to at least get the host ships out of range of anti-blob weaponry (smartbombs) and room for some defense (ie. defender missles vs FoF fire). Increase the range out some, either base for the mod, as a ship bonus modifier, or as part of the required skill for using the mod. Another good idea would be to scale the effect inversely to the distance, or scale the effect to the capabilities of the host ship (ie: a cruiser could provide a better tracking link than a frigate).
9) High-sec thievery - It's great that Concord is there to protect you, and it's equally great that the UI alerts you when you get stolen from, but it's unfair that you get penalized for protecting your own assets. 2 additional larger sizes in secure containers would help (perhaps a freakin giant 6km3/7.8km3 capacity, and a insanely giant 12km3/15.6km3 capacity can - just for example), but not entirely solve the problem (and may cause other problems to be honest). Having Concord just target thieves isn't the answer either, since some people ask permission for looting/salvaging wrecks, giving a player kill rights on thieves would let them retaliate without having to worry about Concord busting them just for protecting what is theirs to being with.
10) Miscellaneous interface glitches - tractor beam graphics always start firing at some odd angle, clicking "Show Info" on an empty mod slot will infintely load a blank window, selecting an item from the Target Overview when a ship/item is destroyed or changes position via sort order will sometimes change your selection, etc.
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