Suggestion: Select station in regional market should show only stations in region
Keywords: ui, market, market order, buy order
Note: No point in being able to picking stations not in the region
When you place a buy order and then right click the location you can “select station”
This brings up a search box that filters every station in the universe but anything outside of the region will give an error anyway. Make so it only search regional stations.
Suggestion: Separate salvage drone bay for sub-capitals
Keywords: drones, salvage, fitting
Note: expand collection of salvage loot. allow salvage drones to not count in drone bandwidth
Salvaging wrecks is frequently not done because it takes too much time to fly in a separate salvage vessel, for too little reward. Salvage drones are rarely used because ordinary drones are using all the bandwith available. Allowing sub-caps to have a separate drone bay and for salvage drones to be able to do their job whilst other drones are already deployed would mean thatg salvaging of wrecks could take place during NPC or PVP combat.
Suggestion: Toggle for overheat to persist during pauses
Keywords: Thermodynamics
Something that continues to detract from my experience is that EVE waits for me to inform it to when I want to turn my overheat on, but does not wait for my permission to disable it, eg. Toggling overheat on is always choice, toggling it off is often forced.
This conspires with the 1/s tick rate of the server to really play havok with player intentions.
To give a concrete example: An anti-kite MWD scram fit hostile warps and lands near you, within their scram range. You overheat your MWD and begin to burn away, they overheat their point and MWD and chase you. They get a single cycle of their scram off before you coast out of range, shutting off your MWD. You coast out of range, but your MWD is both off and unheated. Because of the relatively ponderous tick rate of the server, you need to overheat, wait for the system to respond, then re-engage the MWD. By then, your opponent, whose MWD had 100% efficiency because there was no need to re-engage heat between their uninterrupted cycles, catches you and you die.
This crops up whenever you’re intentionally pulsing an overheated module to avoid overrepping or capacitor drain as well.
At the very least, I would really appreciate a ‘if I told you to overheat, I meant it’ setting where the overheating is locked until I shift-click again. Don’t make the decision to unheat for me. This mechanic already exists in an extremely inaccessible form via the capacitor context menu that locks heat states. I propose some sort of middle ground exists where heat states are locked unless told to change by direct input (shift-click/f key)
Currently, you can only roll two(sometimes three) at a time (due to a bug that allows you to if you spam click hard enough), so giving us a “Roll All” Option would be amazing
Suggestion: The Ability to Sort Abyss mod by characteristic
Ie, sort by Damage Mod, sort by CPU, sort by Rate of Fire, etc
Suggestion: Send emails to player accounts periodically, notifying them of what 3rd party applications are authorized on their account(s).
Keywords: ESI, 3rd party applications, privacy
Note: Help players remember what 3rd party applications have their data.
To avoid permission creep, periodically remind players what 3rd party applications have access to their data, helping remind players to revoke access to 3rd party applications they no longer use.
Suggestion: Add mobile structures to Corporation ‘Ship’ projects
Keywords: Corporation Projects
Note: Add mobile structures (Mobile cyno inhibitor, Mobile Cyno Beacon etc) as an option within the ‘Ship Insurance’ and ‘Ship Loss to Capsuleers’ projects to allow automated payments when they are destroyed.
I want to be able to give automatic SRP payments for loss of mobile structures, but the Ship insurance/Ship Loss projects do not consider them as a ship, and they cannot be chosen as an option.
How about implementing some form of verbal or textual rather is binding to sales. IE - dont need this VNI anymore. you can have it for 10mVexor Navy Issue 10 Million (Item Exchange). No matter what the price is it takes the announced price rather than the hidden price of 10bil.
Suggestion: Replace 3D rendering of ships in the industry window with their icon
Keywords: Performance, UI, industry
Note: Ship manufacturing causes industry window lag due to 3D rendering, unlike ammo production which doesn’t use 3D renders.
Suggestion: Let us divide the stack of items in half when dragging it with Shift+move
Keywords: UI
Note: I’m a returning player, and I can swear on my last three teeth that it has been a thing, but I can’t find any info on it nor can I find any settings regarding it. Please make it so when I’m shift dragging a stack of items and release it, the suggested quantity of moved items from the stack would be a half of it, and not just 1. For example, if I shift-drag a stack of 5000 nano paste, the initial number suggested in the window would be 2500, not 1. Or when dragging an odd (5001, for example) item stack, suggested number would be 2501 or 2499.
Suggestion: Structures on Overview Standings-Colored by Default
Keywords: ui, standings, structures, overview
Note: Solves many issues with new players not recognizing friendly structures on fleets
When I’m in fleets with newer players or players with language barriers, even in an experienced alliance, it’s very common for friendly metanox and towers to be shot by them by mistake when we go to rep them.
They can’t see that they’re “blue” by default, and they see our repairs and our orbiting, but make bad assumption and start shooting.
Please, help us help them (and new players everywhere) by having “color structures by standings” on by default!
Suggestion: Launched Probes center on player by default
Keywords: ui, exploration, scanning
Note: Very useful for newer explorers of wormholes!
When exploring or scanning, I noticed probes launch in the sort of “same previous position” from the last launch.
Many times, that was in systems of different sizes, so I have to zoom out really far and play camera tricks to get my probes back where I want them.
It also leads to me forgetting to bookmark where I’m at (like if I am wormhole exploring), whereas probes starting where I’m at would help many players remember to mark their path home!
Sometimes, I make a mistake when I issue contracts. Sometimes, I catch it, and sometimes, others do. Many times, this is when I’m making multiple different ones at the same time.
In the rejected contract window, all I can see is the value, the time issued to whom, and that it was rejected. This isn’t always enough. And I’m often not at that station, to receive the goods and set up anew.
It’d help a lot to be able to choose to modify a rejected / cancelled contract, re-opening the old contract submission windows, as it may only need a slight adjustment.
Keywords: trade contract qol
Note: Give us an option to modify existing (courier, item exchange, live, expired, does not matter) contract without having to re-select items. Charge as for the new contract, but leave the tedium out of it
Suggestion: show affected modules/skills/implants for each value of ship attributes while simulating/fitting a ship
Keywords: UI, fitting, simulation
Notes: While simulating a ship, I’d like to see what implant/module/skill affect each attribute of the ship. If i click “show info” i can see each attribute of the module and also how they’ll be affected. So, why not for the ships. If i click on the time, my ship needs to warp, it could show under the description the affected items that influences this value.