Forums » Suggestions

New Client Suggestions

«123456»
Feb 14, 2006 Cunjo link
sector list would definately be nice in the station... perhaps have it as an optional overlay to the picture of the station in the corner? (i.e., when in the general Station-Net tab, you could alternate between the pic of the station and a sector list, maybe a few other things)

Double-clicking should always serve as an opening command - it's intuitive and predictable that way, and should be put to use wherever it can possibly be applied... I like the idea of having a double-click on a wormhole sector bring up the map for the adjacent system, but then, how would the UI treat the first click? would it overwrite a navroute? add a waypoint? you need to work that out first... maybe if you double-click it, the UI negates the first click, bringing you to the map of the adjacent system without altering the current navroute, while shift-double-clicking will add the WH sector to the navroute in the process.
Feb 19, 2006 toshiro link
Here's my USD .02...

Most of what I whined about in-game has already been adressed by Incarnate, so this will be brief:

I'll concentrate mainly on navigation. In my opinion, the navigation system in Vendetta is still sub-par. When I plot a route, and find out (mid-route, already saved it and all) that one of my jump points to evade a storm leads me through an unmarked asteroid field. If I could drag-and-drop that waypoint, I could overwrite the saved navroute and plod along happily. I would suggest mapping the drag-and-drop to the right mouse button.
Feb 21, 2006 Dihelical Synthesis link
I'm with Tosh... navigation needs a makeover, mainly:
1. Drag-and-drop waypoints
2. Add waypoints mid-route grabbing a section of the route and 'folding' it into a waypoint
3. Delete existing waypoints mid-route
4. 'doubling back' a navroute - reversing and appending the waypoints for a round-trip.
5. Graphical UI for saving, recalling and Sending/Recieving Waypoints
6. Room to leave 'notes' in each system and with respect to each sector. (i.e., 'here be xith')

I also want a way to 'see' what your hone station is, as well as to gain a preview of what the different presets are (umm, was my moth preset 1 or 2? let's try 1... oops, no, I just bought a cetaur)

More preset slots, OR, add 2 local presets in addition to the four global ones.

and I've now completely forgotten the syggestion which I had initially come here to make... maybe I'll remember later.

EDIT: ooooh yeahhh.... we *still* don't have a load/unload cargo BY AMOUNT functionality... this is a pain. please add it (i.e., load n units of commodityX from the station into your ship, or unload n units of commodityY from your ship.
Feb 21, 2006 Cunjo link
I took Leebs' example and extrapolated...
a VO UI Storyboard concept:


...and that... is my suggestion.
Feb 21, 2006 toshiro link
Another small thing...

It would be great if not only in-system jump readiness were reflected in the chat window, but also inter-system jump readiness. This would make it easier to jump from the navicomp screen (e.g. when plotting a route whilst infiniboosting towards the wh). It was in the game before, why did you take it out?
Feb 21, 2006 Cunjo link
It's still in there... isn't it? if I remember correctly, there;s a green counter right above a jump button in the beta5 client.
Feb 21, 2006 mgl_mouser link
I desperately want a switch to turn off UI sounds.

Most especially the mouse-over blips when hovering above UI control buttons. It's frickin annoying when you have a subwoofer.
Feb 22, 2006 toshiro link
Cunjo, I explicitly said inter-system, which means you use a wormhole. Determining whether you are at jump distance from a wormhole can be finicky without direct visual feedback. Text feedback would be nice.
Feb 22, 2006 Cunjo link
ah, sorry tosh, I misunderstood. Yes, I agree with you there...

come to think of it, wormholes and ion storm exit points should give you more visible, constant feedback that you're good to jump... I've had mroe than one occasion when I'm sitting in an ion storm, looking around to rey and spot the exit point, when I'm right in the middle of it...

Suggestion regarding changelog:

* /ignore list is saved per user (as opposed to per character)

I actually liked that feature =(

perhaps we could have a toggle that allows you to set an /ignore for either a character or user?

for one, I've used /ignore for RP reasons in the past... if there's a character that my character doesn't like, I'll /ignore them (and pop them on sight, but that's another story...), but that doesn't mean that I'll want to /ignore all of that player's characters (take monkofakan and moldyman for example) or that I'll want to ignore them from all of my different characters (Cunjo ignores certian enemies, while other characters only ignore trolls and chat pestilences)
Feb 22, 2006 Person link
KEEP THE SMOKE!!! There's no other problem with having a ship about to blow up, so having your cockpit obscured by smoke was pretty cool!

-Calder
Feb 22, 2006 unknownsirk link
i have a suggestion for the view to this is only a basic idea, people could carry it on further, but wouldnt it be cool to have differant views while travelling? for example being in 3rd person view of the ship. Or able to to have a scroll around the ship type view, e.g when in 3rd person you hold shift to move the mouse, thus viewing the ship. what do you think??
Feb 22, 2006 Tetrisconnection link
I agree with Unknownsirk, not having a 3rd person is one of my biggest pet peeves... 3rd person is my favorite type of view in any game... And Vendetta will just be better with it...
Feb 22, 2006 Cunjo link
in the old client, press F9 to activate third-person view. There are three other viewmodes aside from first-person: rear spot, revolving camera, and stationary camera.

I assume this functionality will come back to the client soon after the current beta, but I have no idea when...
Feb 24, 2006 toshiro link
I was told it just hasn't been implemented yet, but will be.
Feb 26, 2006 tibbles link
Can we have an option to select a tint for the HUD outlines and framework in flight?

Even just an option to switch between green (which we had before) and cyan would be cool.
Feb 26, 2006 toshiro link
It might seem like assuming authority, but:

To what end? I fail to see how this would improve usability, and the eye candy factor is marginal.
Feb 26, 2006 tibbles link
Toshiro, I've only been playing a few days and I've seen it talked about in chat several times, during which period at least one person switched back to the non-beta client because of the new color scheme.

If it would be a trivial change to give these people a simple choice then it would probably keep them happy - personally I don't think it merits further discussion though.
Feb 26, 2006 Chikira link
Toshiro its really just a part of the customizeability factor, everyone likes to have their own settings, and making the hud alittle changeable or editable would be a nice feature however it is not a priority in my mind

Also suggestion Redo the universe map, hell devs ive rebuilt the map in a discussion about new sectors, I could easily remove the new stuff and send you a PSD of a reworked map. I also wouldnt mind making changes to it seeing as some things may not work interactively in game, AKA the varying width in the wormhole lines ment to indicate the distance between the systems. It also fits the NEW UI much better ^^.

Here it is Enjoy
Feb 26, 2006 Jakob LeMort link
The behaviour of the Jettison cargo screen is changed and less useful than the current client. When specific items are selected and the quantity of that item is updated, (as ore is while mining) that item is deselected, unhighlighted and the action button changes to Jettison All instead of Jettison Selected. Items should stay selected until manualy deselected or actually jettisoned.
Feb 26, 2006 Jakob LeMort link
Oh, and that is one butt ugly map.