Ship crew can also pilot your SLFs, so it's only a natural extension.
Yet the SLF is not a "launch fighter, NPC does the fight, you have to do nothing" mechanic. Even if your ship launches the SLF, the NPC only controls one of the two, where the other one is still in your hands. And both vehicles can get attacked and destroyed in combat.
You still very much have to fight and do your job. While the FSS-NPC would just mean you press a button and the NPC does the job. That's just another version of returning the ADS.
Plenty has been written about that topic. We should not poison this thread with it again. But between "module to have the ADS again" and "NPC emulating the ADS" I would rather pick the first.
Among other reasons, because if would have actual game play effect: you'd have to spend a slot for it. For the NPC, you could hire it, use it to can hundreds of systems, then sack before turning in exploration data. So you'd get all of this for the mere price of hiring and firing a harmless rated NPC, which in scope of the games economical system is "for free".
Good point. This issue has been raised a number of times before, namely that you are blind to interdictions while in the FSS view, so it would be good if this were solved too.
Aye. It already happened to me, that I was interdicted while in the FSS. I was doing an assassination mission, I used the FSS to locate the target. While in the FSS, the target actually interdicted me and, as the ship was stationary, it was immediately successful.
So yea, in this specific case it turned out allright, but it still left the bad taste: was completely oblivious of what was happening around my ship and had no way to defend myself from interdiction.
And as the DSS also was mentioned in this thread by now: it could use the very same upgrade of getting the radar. Giving the pilot the chance to know what is happening around him is extremely valuable.
Also, while what you wrote includes being able to use the FSS while moving is mentioned, I actually consider this and the radar the most important things. Mind you, we know that the FSS can handle ship movement.
It's rathereasy to see: accelerate your ship for a while. Bring the throttle to zero, enter FSS. Your ship is still moving, you can see that nearby objects are still in motion. Selecting them might be a bit hard when they are rather close, but the FSS does work.
And based on this, I would actually also like two additional functions to the FSS:
- Snap to target. When your aiming circle gets close enough to a selectable object and your movement speed is below a certain value, your circle should move and lock to the target. This needs to be optional, so it can be switched off. Even better it would be if you could in the options set the threshold values for range and movement speed.
- Toggle through targets. When you selected something and another selectable object is within certain range, just press the button and the crosshair jumps to the next object.
Having these two would be nice to have in the current system but not of much impact. But it would make FSS use on the move much more convenient or, at higher speeds, possible at all. Thus I think that having them would be very helpful.