UI/Reasonable QoL Thread
Hey y'all, I've been poking around at the alpha and I see a ton of potential.
I realize there's talks of people concerned about an abundance of QoL that oversimplify the game, but I still think there's room for QoL elements that can help improve the flow of gameplay; that allow you to spend less time in menus and more time interfacing with the rest of the game.
I'd imagine that some of this has already been planned, but just in case, I wanted to get my thoughts out on a list before I forget them... A lot of what I'll be posting is stuff from SE1 that I find myself really missing:
- The "Ship crosshair" UI element, so I can accurately tell what my ship trajectory is
- Double-clicking with a tool equipped to enable auto-mine, auto-weld or auto-grind
- The build planner or some iteration of it. God I miss this feature 😭
- Automatically labeling a direction to the thrusters in the control panel, i.e. "Hydrogen Thruster (Forward)". Generally I like to put the reverse thrusters in a control group and turn them off while I'm on a planet so I can just cruise and save fuel.
And then some ideas for the new features of SE2:
- Adding a de-select/select all option when I'm filtering through my ore detector
... Actually that's all I can think of for new stuff, maybe I'll post some more items later as development continues. Y'all feel free to add any stuff in the comments.
Thanks for all your hard work Keen devs, I have high hopes for this game and look forward to the final release.
I like this feedback
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