Honestly, I would like overlapping weapon groups a la the MechWarrior or X-series games. Been hoping for that for a while now. I don't see why a weapon needs to be in one and only one group.
Other ideas that popped into my head:
- Crew-Ship Breakdown Hover-List - Any chance that after a certain point, the list starts classifying the crew count by ship class instead of by individual ships? I realized the list isn't big enough when I'm sporting just over 100FP in Wolves and Omens (plus my Hyperion flagship). The last line just clumps all the ships together and is useless/unreadable.
- Refit Screen (and any other screen that requires scrolling) - Please add scroll bars we can drag. Scrolling down via wheelmouse on a list that displays only 4 items at a time with a 15-item count gets tiresome. This was brought to bare with my Hyperion/Wolf/Omen fleet. Skimming my late game inventory at the station is like that as well.
- Actually, at some point, I would REALLY like a text-based inventory/selection UI as an option for better parsing. It's not everyone's cup of tea, but coming from RPGs, I'm very used to staring at just text and numbers to manage my inventory/"party" (i.e. fleet in this case)/shopping. How information is presented in SS isn't very convenient at times. I'm starting to think the use of hover tooltips for almost everything is a bit much. I would like some data to be readily upfront and the UI a little more data-dense in the menus. (The UI on the sector map is perfectly fine with it minimalism.)
- I think the AI is having some issues with high speeds and shield usage. I pack my Wolves with both AugEng and the other SPD booster hullmod. They each have a SPD rating of about 267 or so (I believe base SPD is 170. +10% from Elite crew and +40 x2 from the hull mods... Uh, maybe another +10% from skills? So maybe 284?) In any case, this is a VERY dangerous speed for them and I notice they tend to keep their shields down for as long as possible, even in active combat conditions. This is despite having Hardened Shields and a decent Flux Cap to soak dmg. They take more dmg from smacking into me or each other than from fire it seems. Any chance the high-tech ships (especially the agile and fragile frigates) can be made to be a bit more aggressive with shield usage? (The Omens do the same thing and I have them set up to have full 360-shields. They still smack into stuff and take more damage from that.) I just want them to keep their shields up more often in congested and/or hectic conditions to prevent friendly collision dmg.
- Teleporter AI use - I have a Hyperion commanded to capture a point. It runs into a hostile and takes evasion... By teleporting right back in the direction it came from and away from the point I want it to capture. It's outside of the "danger" radius and starts it approach to the point I ordered it to once again. The hostile is has targetted it and closed the distance a bit. The Hyperion does the same thing once again. Repeat until the hostiles in the area are dead, I get luck and it finally teleports TOWARD the point during evasion, I cancel the order, or the battle ends . The AI does seems to be much better at using the Phase Skimmer though. I understand ANY ship with the phase teleporter is a bit OP (I assume that is part of the reason why the Hyperion is 15FP, along with its general stats), but how the Teleporter is used under AI control can be VERY infuriating for the FP cost. The AI uses the Teleporter in the oddest ways when under duress... Oddly enough, it works fine in the first phase of a battle (flitting out there to quickly capture a point.) It's when it encounters hostiles that the Teleporter usage seems to goes haywire. Better Teleporter use would be appreciated (i.e. not as blatantly infuriating as it has been for me lately), even if you have to jack up the Hyperion's FP cost. (Done right, a Hype is worth perhaps a bit more than the current 15FP.) Though I do understand that the AI shouldn't be good enough to match the player (or else there wouldn't be a reason to play yourself.)
I also still have issues with ships veering off on a tangent to engage hostiles while under orders to do something else. In particular is capturing/defending points. I just wish they don't stray so far from the points as they currently do. (I've acually had a Hype in the middle of capturing a point wind up on the other side of the map because it wanted to intercept a fighter group coming toward point: it teleported to engage, ran into a destroyer, teleported to evade, foundd another fighter wing, etc... Suffice to say I didn't capture the point like I wanted
)