Context sensitive ui enhancement.

One of the best parts of this game is the variety of ship functions. In almost any situation you have a wide variety of creative ways to respond.

So on the ps4 version at least there is a UI that assists with recalling your complex keybindings by holding one the four non-directional buttons. The UI would then show a context menu for what next button press would activate your desired response.

(I.E. you hold x, and the targeting ui is superimposed in front of you, with labels on a directional pad, R1, and L1.)

Because multiple (more than 2) keys can be bound to a single response, it would be awesome if you could hold [button] then hold [R1 or L1] and it would open another superimposed context menu UI indicating which button on the d-pad will elicit which response.

This would be different from the current model by changing R1 and L1 to be hold sensitive in the context menu, rather than activating key binding [button]+[R1 or L1].

This while only changing the function of these buttons slightly would allow for up to twelve individual context menus instead of the current 4, as well as increase the number of [button] context sensitive keybindings visible in the UI to 40 instead of the current 24.

I think this would be a simple, but major enhancement to the game as it would allow one to use the more obscure ship features with much more ease regardless of your interface device limitations. Obviously this would have a positive impact on ALL interface devices except possibly kbm, although as I am also a PC gamer, I find button consolidation to be instrumental to quickly accessing various controls, so in that case it'd just be dealers choice. (although why anyone would use kbm in this game is beyond me)

Please excuse any inability to English. Its not my first language and I have been told some of the ways I describe inputs and things are not the same as here in the US. I hope I made it understandable.
 
One of the best parts of this game is the variety of ship functions. In almost any situation you have a wide variety of creative ways to respond.

So on the ps4 version at least there is a UI that assists with recalling your complex keybindings by holding one the four non-directional buttons. The UI would then show a context menu for what next button press would activate your desired response.

(I.E. you hold x, and the targeting ui is superimposed in front of you, with labels on a directional pad, R1, and L1.)

Because multiple (more than 2) keys can be bound to a single response, it would be awesome if you could hold [button] then hold [R1 or L1] and it would open another superimposed context menu UI indicating which button on the d-pad will elicit which response.

This would be different from the current model by changing R1 and L1 to be hold sensitive in the context menu, rather than activating key binding [button]+[R1 or L1].

This while only changing the function of these buttons slightly would allow for up to twelve individual context menus instead of the current 4, as well as increase the number of [button] context sensitive keybindings visible in the UI to 40 instead of the current 24.

I think this would be a simple, but major enhancement to the game as it would allow one to use the more obscure ship features with much more ease regardless of your interface device limitations. Obviously this would have a positive impact on ALL interface devices except possibly kbm, although as I am also a PC gamer, I find button consolidation to be instrumental to quickly accessing various controls, so in that case it'd just be dealers choice. (although why anyone would use kbm in this game is beyond me)

Please excuse any inability to English. Its not my first language and I have been told some of the ways I describe inputs and things are not the same as here in the US. I hope I made it understandable.

possibly it is because I've not played the game long enough yet, but with the exception of giving orders to my fighter pilot, I found that the current configuration works quite well... I'm not saying your idea isn't worthwhile, but I'm just confused at what you might use it for in addition to the already massive number of mappings you can display using the existing context menu popup.
 
possibly it is because I've not played the game long enough yet, but with the exception of giving orders to my fighter pilot, I found that the current configuration works quite well... I'm not saying your idea isn't worthwhile, but I'm just confused at what you might use it for in addition to the already massive number of mappings you can display using the existing context menu popup.

I've been playing a couple weeks and while I agree that what is currently there does a good job, it isnt enough for all the ship functions, nor does it allow for enough to be easily accessible or memorable.

My idea wouldnt change the currently existing one at all, but it would give the option to do it with a ui for when the keybinds do get more complex. It would really only be used by players looking to make specific tasks much easier and more fluid, and those who simply want the option to have everything ready at a moments notice.

On a side note, I already use this system sans ui. I just dont bind [button]+[R1 or L1] and then bind up to four functions to [button]+[R1 or L1]+[d-pad]. I am able to do literally anything, but theres too many functions for me to easily memorize. It would be much easier to memorize my entire ship and learn its more complex interactions if a ui were implemented.
 
I would suggest maybe giving the controls a bit of a tinker as im 5 months into ED and have found ways to add pretty much every single function to my key bindings using the current system on an xbox pad.

I even have 1 or 2 spare key binding slots for future stuff should I need them.

Keep testing new bindings, dont change loads of stuff all at once, instead just change a couple at a time and dont overwhelm yourself with changes. That way you can climbatise yourself gradually and it wont seem too confusing.

It is difficult to learn everything but after a while muscle memory kicks in and you wont need to concentrate too much on remembering everything.
 
It would also be nice if one could save/export those carefully crafted bindings in order to reload them after a blue screen crash which politely informs one "All saved data has been deleted".......that way one doesn't have to spend the better part of a hour manually reinstating bindings.
 
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