Here my suggestion list:
1) Flight Path Marker
Flight simulators use a marker showing where the vehicle is actually traveling, regardless of where its nose is pointing.
That would be extremely useful in EVE.
Imagine:
○ direction the ship is facing
⊕ direction the ship is actually moving
With fast frigates, MWDs, and manual orbiting, the difference between those two points could be extremely informative.
2)Transversal information directly on the target
This is probably the improvement I would most like to see.
Today, experienced players often rely on Overview columns such as:
- angular velocity;
- transversal;
- radial velocity;
- distance.
That carries a significant cognitive cost.
Instead, there could be a small ring around the target:
green → tracking is comfortable
yellow → close to the limit
red → your weapon will probably struggle to track
But the important part would be:
It should be calculated based on the weapons you currently have selected.
So a Megathron with Neutron Blasters and a Muninn would see different information for the same target.
This turns hidden mathematics into intuitive spatial information.
3) Lead indicator for weapons
Space combat games often display a lead pip showing where you should aim to hit a moving target.
4) Visual weapon envelopes
Select your weapon group and the HUD could discreetly show:
0–12 km — optimal
12–25 km — falloff
25 km+ — low effectiveness
Not as giant circles permanently filling the screen, but as a contextual overlay.
Something similar to Homeworld’s tactical overlays, which represent range and spatial relationships directly on the battlefield.
In EVE, this could work for:
- guns;
- scrams;
- points;
- webs;
- neuts;
- smartbombs;
- ECM;
- command bursts.
Hold ALT → your envelopes appear.
Release ALT → they disappear.
Obviously, EVE would not suddenly allow weapons to be aimed manually.
But it could display something conceptually similar:
a tracking solution
A small indicator showing whether the target’s relative movement is:
- within tracking capability;
- close to the limit;
- outside it.
It would also be a much more elegant way to teach turret mechanics.
5) Missile approach indicator
Missiles today are mostly represented through visual effects.
Imagine instead:
MISSILES x6
ETA 3.2s
As the volley approaches:
2.1
1.3
0.6
This would be fantastic in PvP.
Especially when deciding whether to:
- activate ADC;
- heat a shield booster;
- overheat a hardener;
- trigger an MJD;
- enter Bastion.
6) Tank prediction
CCP already plans to display capacitor gain/loss rate.
I would apply the same philosophy to tank.
Instead of only:
SHIELD 48%
show:
48%
▼ -3.8%/s
And optionally:
EST. BREAK: 12s
It would not have to be perfectly mathematically accurate.
It could simply estimate based on the previous few seconds.
That answers a much more important question:
Is my tank stabilizing or collapsing?
7) Capacitor prediction
They are already moving in this direction.
But they could display something even more useful:
CAP 38%
-14 GJ/s
EMPTY IN 42s
Or:
STABLE @ 31%
That would reduce some of the dependence on external tools and fitting simulations when reasoning about capacitor behavior.
8) Tactical Overlay levels
Homeworld allowed players to choose different levels of tactical abstraction.
EVE could have something similar:
Tactical Overlay 0 — Cinematic
Ships only.
Tactical Overlay 1 — Pilot
Targets + brackets.
Tactical Overlay 2 — Combat
Ranges + vectors + EWAR.
Tactical Overlay 3 — Command
Fleet members + anchors + broadcasts + objectives.
This could address one of EVE’s oldest tensions:
beautiful screenshots versus having enough information for serious PvP.
8) Visual target hierarchy
Instead of every locked target appearing equally important:
Primary
◆ Secondary
⬡ Logistics
EWAR
● Tackle
The FC could assign these roles and have the information propagate through the fleet.
Essentially, it would be a much more spatial version of the existing broadcast system.
9) Better off-screen target indicators
Targets outside the camera could display an arrow at the edge of the screen.
But with useful information:
ORTHRUS
27 km
↗
+2.4 km/s
That would let you understand the battle without constantly rotating the camera.
10) Contextual HUD modes
Potentially the most important change.
The HUD should understand the context of the ship you are flying.
Mining ship:
Ore hold
Laser cycles
Asteroid remaining estimate
Logistics:
Watchlist
Incoming reps
Cap chain
Interdictor:
Bubble cooldown
Bubble range
Explorer:
Probe scanner
D-scan
Signature information
Capital:
Fighter squadrons
Jump fatigue
Fuel
In other words:
There is no single ideal EVE HUD for every ship.