1) Random enemies (or friends for that matter) should not appear at jump points or bases where a game plot mission is taking place.
2) Regardless of whether one is friendly to a given faction, their ships should appear as hostile in the radar when they are enemies in a plot mission. Example: Hunter demons attacking the cargo ship one must escort to Oxford should appear red in the radar, not green, even if one is friendly to hunters in general.
3) Planets and jump points need to have Nav numbers. Or else many of the dialogues must be changed to remove references to Nav numbers.
4) The start of RF when landing in Jolson seems to be enabled the moment you have the gun. It should be enabled only after the last speech by Terrel. Two people AFAIK have already missed the end of part 1 by landing in Jolson too early.
5) The faction attribute, if I'm understanding correctly, is only applied to bases in order to control the type of ships found in the vecinity. If this is so, it should perhaps be hidden, rather than shown in the target display. I.e.: xxx Agricultural is enough. xxx Agricultural Hunter doesn't make sense.
6) There's something weird about the factions that appear where. One finds merchants during the missions for the Exploratory Service, already cruising uncharted systems. One finds them again at Eden; --a place swarming with Retros, where no merchant could possibly survive for 2 seconds.
7) The added functionality in the commodity exchange and ship upgrade screens is very cool, but the style of the screens clashes with the rest of the game's art. Could they be made to resemble again the screens of the original game, while keeping the new buttons and all that?
![Cool 8)](./images/smilies/icon_cool.gif)
9) Typing C at a base should bring up the PDA, for save game and so on.
10) Mission generators don't seem to take into account the types of planets, when generating missions. Troy has two mines, for example, which make it a great trade route to New Detroit carrying Uranium and Plutonium. But sometimes there are missions to carry Uranium from New Detroit to Troy. And taking the mission, in the end, it wants you to land in Helen, which in particular, is a planet that doesn't normally buy Uranium or Plutonium.
11) Blue balls for jump points should not be visible from 3rd person views of the ship, as the blue ball is NOT a physical reality, but rather a representation projected by the onboard computer onto the HUD. In fact, having 3rd person views doesn't make sense in the first place.
12) The asteroids in the remake are wonderful, but there are a couple of problems: From cockpit view, it is impossible to know whether they are coming at you from the sides, above or below. In 3rd person view, (using [F5]), it is very hard to judge whether they are small and close, or big and farther away. How difficult would it be to have them project shadows onto one another? That might help get a better sense of depth. Also, in 3rd person view, it seems that collision is computed versus the external camera, rather than versus the ship. I hear collisions when the camera comes close to an asteroid above, even when the ship is visibly away from the asteroid. Generally speaking, in the real world, in space, you'd never find such dense aglomerations of rocks, as they would pull each other together and settle into a clump. But we could imagine a region where many such clumps might interact and disturb each other. Even then, however, the rocks would not be moving anywhere nearly as fast relative to each other. If they were, repeated collisions among them would quickly exhaust their kinetic energy. Well, this is a game, of course, and the rocks are needed; but what I'm driving at is that if they were fairly stationary, it would be hard enough to dodge them, without them flying around. Speed of 50, tops, I'd say. In fact, it is fairly easy to dodge them in spite of their motion, if you're flying a small, fast ship. If you try with a Paradigm, however, you'll find it virtually impossible to avoid their hitting you even from behind.