* UI: use a common component class, and a layer abstraction * Character sheet: add initial character creation * Character sheet: disable interaction during battle (except for loot screen) * Character sheet: improve eye-catching for shop and loot section * Character sheet: highlight allowed destinations during drag-and-drop, with text hints * Character sheet: when transferring to another ship, if the item can't be equipped (unmatched requirements), the transfer is cancelled instead of trying cargo * Character sheet: effective skill is sometimes not updated when upgrading base skill * Character sheet: tooltip to show the sources of attributes * Character sheet: add a "loot all" button * Shops: allow to change/buy ship model * Loot: lucky finds should be proportional to cargo space * Equipment: no-target actions (direct activation, with confirmation dialog ?) * Equipment: toggle actions (AP usage ? time of effect ?) * Equipment: add critical hit/miss * Equipment: add damage over time effect * Equipment: add area effects, without the need of activation/stickyness (eg. damage reduction, attribute modifier...) * Menu: end appear animation when a button is clicked * Menu: allow to delete cloud saves * Arena: add power indicator in ship hover information * Arena: display effects description instead of attribute changes * Arena: add auto-move to attack * Arena: fix effects originating from real ship location instead of current sprite (when AI fires then moves) * Actions: show power usage/recovery in power bar, on action hover * Actions: fix targetting not resetting when using keyboard shortcuts * Suspend AI operation when the game is paused (window not focused) * Add permanent effects to ship models to ease balancing * Add actions with cost dependent of distance (like current move actions) * Keep move actions out of arena borders * Find incentives to move from starting position * Outcome: add battle statistics and/or honors * Outcome: disable the loot button if there is no loot * Ensure that tweens and particle emitters get destroyed once animation is done (or view changes) * Controls: do not focus on ship while targetting for area effects (dissociate hover and target) * Controls: fix hover being stuck when the cursor exits the window * Drones: add hull points and take area damage * Drones: find a way to avoid arena cluttering * Add a battle log display * Allow to undo last moves * Merge identical sticky effects * Allow to skip animations and AI delays in battle * Hide enemy information (shield, hull, weapons), until they are in play, or until a "spy" effect is used * Mobile: think UI layout so that fingers do not block the view (right and left handed) * Mobile: display tooltips larger and on the side of screen where the finger is not * Mobile: targetting in two times, using a draggable target indicator * AI: use a first batch of producers, and only if no "good" move has been found, go on with some infinite producers * AI: apply safety distances to move actions * AI: add combination of random small move and actual maneuver, as producer * AI: new duel page with producers/evaluators tweaking * AI: work in a dedicated process * Map: remove jump links that cross the radius of other systems * Map: disable interaction (zoom, selection) while moving/jumping * Tutorial * Campaign: Add ship personality (with icons to identify ?), with reaction to battle and map movements * Campaign: Add factions and reputation * Campaign: Missions/quests system * Campaign: Main story arc Equipment ideas: * Shield with toggle effect that absorbs damage in an area * Shield stealing ability * Drive with minimal distance * Cooldown drone or ability Later, if possible: * Animated arena background, instead of big picture * Invocation/reinforcements (need to up the 10 ships limit) * Dynamic music composition * Replays * Multiplayer/co-op * Formation or deployment phase