An “easy to implement” note to remove the obvious ship interiors, something like new mechanics with UI or interactions with the BGS.
My first feature would be stolen from Eve Online’s Project Discovery it would consist of a new module that acts as a powerful telescope to look at systems in a medium range, 10-30LY.
You wouldn’t see planets, but you could do Astrometry (see the wobble of the star as planets orbit around), or Transit detection (see the star light dim as planets go in front).
The data could be taken from real dataset that need human analysis (if there’s any left), and players rewarded with both a credit vouchers and a way to look for potential biological signals in surrounding systems.
Another feature that could be easy (but require a lot of balancing or limits) would be to allow players to create Missions.
For example, with colonization, you could give credits to players who participate in transporting resources, you could pay players to bring you engineering resources, you could create escorts missions to protect you from gankers, etc…
What kind of feature would you like to see?
When you’re in supercruise heading to a distant targeted destination, if the player targets other objects that they are going past, it should be easy to then re-target the original destination object again.
I can’t be the only one that would like to be able to target passing spaceships, planets or other objects while I’m on a 5 minute supercruise to some interesting thing I’ve found in the discovery scanner? The fact I would have to go back into the discovery scanner and find that same object again means I can’t really do this. Or is there already a way I don’t know about?
Either there would be a new button like the “target next system in route” button for hyperspace jumps, or whatever object(s) you target remain available to re-target again by use of Next-Target / Previous-Target keybinds.
Can you not have the station targeted and then use next/previous target to cycle through other targets?And then if you use the target nearest hostile, it should deselect and go back to your destination target?
Not sure what you’re saying - do you mean that if you use target nearest hostile, but there isn’t a hostile ship in the vicinity, it would instead target the original object? Hmm doesn’t sound right! Sorry, what did you mean?