UI Improvements (mostly based on current game's status)

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These will remain about UI at large, so here they are:

  • Time: I don't find this one very problematic to implement. Simply being underground your base a lot makes it a bit difficult to know how likely are your resources to limit your exploration/mining runs. This could drop in as you gather information on a planet (explained below).
  • Exploration: In order to promote further researching and exploring, a computer can take samples of that planets surface (and sub-surfaces) in order to give general info on the planet. This can lead to things such as "this planet has a side that never faces the sun," or something in the likes of "there are heavy storms, nearly incessant winds" and obviously staying on the planet for a day or so can give good estimates about the day/night cycles.
  • Dynamic front page: If the use of add-ons is planned (sure hope so), the front page could reflect more than just a "load game" screen. I don't think there's a need for a full fledged menu, but at least the front page should include a quick, dirty version of the latest patch notes along with your installed add-ons. They could be divided like the newest LoL client (I've looked at it in a stream and it's kinda clean and minimal) [See example attached]
  • Let us turn off the flashlight (or have it turn off when sunlight's present): Unneeded.
  • Clarity with building/crafting: As it stands, some things need no explanation but others could benefit from a short description (buildings or vehicle add-ons). By adding a form of "encyclopedia" that has more descriptions (and possibly instructions on how to use), a new, uninformed player can continue playing without having to search "what does x do." As for vehicles, make a special type of marking/note to inform the player that building certain structures on them are PERMANENT (I regret building a crane so early). My ideal place would be having a computer inside the habitat (keep the in/out simple and simply make it a menu that loads in front of the game play; a good read during a storm?)
  • Navigation markers: You know those icons that show beacons, home, etc but disappear after a certain distance? Me too :P. All these need is to show a small arrow on the corner of your screen which, when straight ahead, show in the top of the screen (edges). As for beacons, let's make them do their job... you Marco, they Polo ;).


These are other things I'd like but are not related to UI (may have already been suggested)

  • Teleporter: Leave its use for you (astronaut) only. The biggest use for this would be going to base or getting to where you died faster. Keeping this restricted to only organic materials will limit abusing it. In other words, you can only transport yourself with nothing in your backpack. Either this or have no restrictions on it and leave this for end-game.
  • Expansion on power: I'd like to see something, mostly end-game obviously,  that goes beyond the large batteries. This can either be a large one (with units in place of bars), or a generator that needs minimal baby-sitting. I'm thinking ahead and saying this can be something useful for planets where the sun doesn't reach (hope we get some of those).
  • Space stations: These could be used as stepping stones to discovering new areas (maybe a sub-linear quest) which gives you clues about alien technology that has info on X or Y solar system and/or new tech; doesn't necessarily have to be the one you're on. I mostly want to have them implemented, just giving a reason.

Can't think of much more on an empty stomach. This is starting to resemble a controversial game a bit too much (haven't played that one since launch), but to me the two are never going to be the same.


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