Suggestion: Preparing to overload modules in cloak
Keywords: cloak,overload,modules
Note: After passing the gate and while still in cloak to prepare the modules to overheat. After the start of movement and activation of the modules, they will work in superheated mode. Won’t get lost 1-2 tick servers after decloak
hmm, that’s how it works right now. Their orders are highlighted in blue background
??? Right now, double-clicking on your own order does nothing.
Suggestion: add overview ship class icons to the beginning of rep broadcasts
Keywords: UI, broadcasts, fleet window
Notes: Much easier to see at a glance than shiptype names
The addition of ship type names to rep broadcasts is a godsend for logi pilots, but in a heated battle where the beams are flying in every direction and broadcasts are coming in fast, it’s hard to quickly read them. Text is always slower to absorb and parse than color or shape, which is why color-coding broadcasts is useful in the first place, and the ship name is also at the end of the broadcast, further making it slower to read because the horizontal position of the ship name text is not consistent from one broadcast to the next depending on the length of the broadcaster’s name.
For these reasons, it would be very useful if we could also have the overview icons for the ship classes (i.e. the wedge for frigates, the house shape for cruisers, etc) added to the beginning (please!) of the rep broadcasts as well. This would be sufficient in most cases for deciding which broadcasts to rep, as usually the decision is being made on ship size class anyway (i.e. I want to rep the battleships rather than a random frigate), and icons are far quicker and easier to absorb at a glance than ship names.
Suggestion: increase cost of wardecs
Keywords: wardec, gameplay
Notes: wardecs are too cheap and should have more meaning
Cost should scale based on more than just the number of people in target group. Wars would mean more and attackers would be forced to more carefully select their targets.
-
Increased price per declared wardec (not too much though - something like +50% of each existing declared war - the idea is that a couple handfuls should be manageable while hundreds should be difficult)
-
Price of wardec based on size of target group PLUS size of attacking group (especially taking inactive members of the attacker into account - this should weed out more inactive accounts and help in more easily determining the real size of an attacker) - the larger the attacker, the easier this should be anyway
-
As above PLUS the difference of members between attacker and defender if the attacker is bigger - this might encourage people in picking opponents of a matching size - again, this should not be a problem for large groups
Story idea behind this: Concord takes money per pilot in total for not getting involved. The more cases they have to ignore, the more administration fees are necessary.
SUGGESTION: Differentiating / making new icons for salvage/hacking components and updating old icons.
KEYWORDS: Graphics
NOTE: It would be really nice that new icons be made instead of having the same icon to identify a bunch of totally different salvage and or hacking components. For example all decryptors looks the same datacores all look the same and so on. Also I would like to suggest to update some older icons especially those of people, like scientist, slaves, ie. almost every icon under livestock.
SUGGESTION: ‘sticky’ skin choices. The game should remember your skin choice for each ship type and auto apply it.
KEYWORDS: skins, UI
This especially applies to pod skins, nobody remembers to reskin their pod as generally they have other priorities at the time.
SUGGESTION: split cyno beacons from event sites and static points of interest on overview
KEYWORDS: overview
Cynos are a fundamentally different thing from event sites and points of interest and should not share an unsplittable overview category.
SUGGESTION: split porpoises and orcas in overview settings
KEYWORDS : overview
orcas and porpoises are different enough to warrant being splittable on overview. ( I think this is the only case where 2 ships that use different rig sizes are unsplittable)
Suggestion: Tell how long one fuel cycle is for upwell structure services
Keywords: Upwell structures, structure services, fuel
When you look at upwell structure service fuel usage it tells how much fuel it uses per “cycle” (Service Module Fuel Cycle Need). But nowhere does it say how long a cycle is.
It would be good if it said that one cycle is one hour. Changing the attribute name to “Service Module Fuel Hourly Need” would fix it.
Suggestion: Add Omega symbol next to skills in the ‘Requirements’ tab in the ‘Show Info’ window of modules and ships
Keywords: UI, Account
Note: If you look up a skill, you can see whether it is an Omega skill in its info window such as cloaking, yet it would be easier to see Omega skills for an item if the Omega symbol were next to the skill in ‘Requirements’.
Suggestion: Group skins by type
Keywords: SKINs, UI, UX
Note: Better user experience when browsing SKINs
As per the above, SKINs get grouped in funky ways, which makes it terrible to scroll through. SKINs should be grouped by SKIN name, rather than racial SKIN group (eg: Gallente Glacial Spirit, etc).
First of all I’d like to apologize if this has already been mentioned. I also don’t know if this is among the “QoL” changes coming in near future expansion/patch (with the stuff mention in the FanFest 2018 Keynote).
Suggestion:
Set Input/Output destinations on Extractor/Factory rather than for the extracted/produced material itself.
Keywords: PI QoL, Extractor(s), Factory(ies), Optimization (less clicking)
Notes: Reduce amount of clicking when managing your Planet Colonies.
At the time of writing this, whenever you first pick a Raw Material or when you change the Raw Material to extract, you have route the extracted/produced material(s) to a destination (Storage or Factory). This must be done every single time you either change material you want to extract or whenever you change Schematic in your Factories. As any PI Veteran knows, this involves a lot of unnecessary clicking.
Instead (of the above), make routing be tied to and between Extractor, Storage and/or Factory (with support for multiple Source/Destination).
As an added bonus, could make Factories do a “Take All” or “Take None” check before starting it’s production, so that you don’t waste potentially valuable PI commodities when switching Schematics
Example:
Facilities used: 1 Extractor, 2 Storage (“Warehouse” and Launch Pad) and 3 Factories
Let’s say that you route Extractor 1 to Storage 1, and in Factory 1,2 and 3 you have set Storage 1 (Warehouse) as “source” and routes output to storage 2 (Launch Pad). Then regardless of which material the Extractor is extracting it will always route it to Storage 1, and regardless of the Schematic used in Factory 1,2 and 3 they will always gather material(s) from Storage 1 and route product to Storage 2.
@CCP_karkur not sure if you remember all the suggestions from the old Forum thread, so here are a few of my previous suggested
Suggestion: Table Style “Targets”
Keywords: UI, Customization
Notes: Limit the width of “Targets” display, but possibly 2-3 rows instead of just 1.
“Targets” as they are working now is a single row. What if you could limit the width of the row and have multiple rows. Imagine playing on a small monitor and flying a ship that could lock 10-ish targets (like the Noctics is capable of), the screen will fill up your entire screen pretty quick. Some may even become hidden behind/overlap other UI elements like Current System Info, Chat windows etc.
Originally posted on old forum here
Suggestion: Borderless Maximized Window - [Display mode]
Keyword: Display, Laptop, Multiboxing
Note: Would be great addition for any Laptop user.
Display mode similar to “Fixed Window” but allows the Windows task-bar to be visible and accessible without the need to Alt-Tab.
Originally posted on old QoL forum thread here and discussed here
Suggestion: Add the Moon Ore types that Moon Goo is obtained from to their info pane.
Keyword: Moon, Goo, Reactions, Industry
Reason: All the Minerals have lists of what Ore produced that mineral in their info pane. The Goo should have the same information (including clickable links).
Suggestion: Simplify fit renaming in Fittings window
Keywords: UI, fittings, rename, fit
Note: Reduce a long winded UI process to something simpler
Okay - so you got the link for that shiny bling fit from your Alliance and you have just saved it for your Corporation in your fittings. But, hang on - the name saved is different to the posted fit name and you want to change it to something more identifiable…
At present, you highlight the fitting, click ‘Save As’, change the name, then click on ‘Save’, then the box pops up to ask if you want to save for your character or Corp, then you click on your choice and then the fitting is saved, but the original is still there under the original saved name…so then you have to highlight and delete that original fit.
Can’t we just have a function where we highlight an existing fit, right click and choose ‘Rename fitting’ - located just above ‘Delete fitting’? Surely this has to simplify the whole process?
Suggestion: Add “sort by” option to Jump Clones.
Keywords: UI, Jump Clones, sorting
Note: Better overview of clones.
When choosing a jump clone in the character sheet I get a bit confused about the order they are arranged. Especially if I have renamed them. They seem to be sorted by system name as it is now, but the system name is long into the whole clone text.
I would like to be able to sort by either the first letter in the text. E.g. clone named “alpha” located in Rens would be listed before “bravo” in Jita.
If we also could get an option like in the Personal assets where we can choose number of jumps, Name or System would be great.
If sorting is not possible could you make fixed slots for the clones so they don’t move if I jump to another system
Suggestion: Add “switch clone” in Clone bay window.
Keywords: UI, Jump Clones,
Note: Add “switch clone” button in citadels Clone Bay window
Is it possible to add an option to switch to clone while in Clone bay window.
Would be less clicking, and makes it easier to not jump to a different station/citadel by mistake.
The button could e.g. be located on the side of Destroy clone button
Suggestion: Show all activities of PI Facilities in one list
Keywords: ui, PI
Note: Sometimes you left a planet with an extractor which is not running or which is running but not routed. It would be helpfull to see all extractor states in one list. Same applies for storage and launchpad fill status.
Suggestion: Add a “deliver to” field on the contract window (courrier contract)
Keywords: UI, contract
Note:
A lot of players in the nullsec alliances use alts to buy stuff on trade hubs, then we usually use a Transport corp to courrier that stuff towards our main staging. Once the contract is completed, we have to log in the alt and contract it to our main.
The idea here is to reduce the number of operations required to deliver the items to the main character by adding a “deliver” to field on the contract UI, so that once the contract is completed the items are delivered to the character we selected.