Control Bindings / Firemodes / Crew Controls Suggestions

Here are some minor tweaks I would love to see for control bindings and firemodes on XBOX. Maybe on PC too, but I get the impression those guys are able to use macros and voice commands to accomplish a lot of these things which we don't have the luxury of. I love how flexible they already are, but here's some ideas.

Control Bindings:


1. Option for "Flight Assist Off" mode to have its own set of overrides (identical to how Flight Landing Overrides works).

2. Make "Alternate Flight Controls" have its own settings for Flight Thrust (Axis, Forward, and Backwards).

3. Allow for four sets of "preset" pip settings that can be mapped to specific buttons.
That way you could save a specific arrangement of pips and have that be able to be activated with a single button, rather than having to always jobble between the various silos, which gets kind of old, IMHO. Star Trek Online has a great way of handling this, take a look, it's a free download.

Firemodes:

A.
Allow an option for any weapon to be set to autofire, not just turrets. When the target is aligned it would fire, otherwise not. This would open up the triggers to be able to be assigned to flight thrust forwards and backwards analog, which would be huge for fighters. I anticipate not everyone would like this, since it might be seen as making the game too easy, but really it's just to give us full control over flight. The reason is because normally on XBOX throttle is bound to LB and RB, which makes it very slow to adjust throttle vs. having analog controls like binding it to LT RT.

Crew roles:

i. Engineering Station: allow the NPC or multiplayer crew to be able to perform restarts of modules and make repairs with the AFMU.
Sometimes I find myself wishing to cry out, "R2! See if you can bring the FSD back online!" But I have no R2. All I have is a useless sack of potatoes old woman NPC crewperson back at the station, who, despite being at the station and being inactive, still somehow gets 12% of my g MONEY. What if I could put her (or another player) into my ship assigned to an "Engineer" type role, responsible for keeping everything repaired, deploying shield cells and chaffs, managing power levels, etc. based on what I am doing at the time. Maybe the NPCs would just be limited to resetting malfunctioning modules, as a good counter to the Scramble lasers. Whereas a player crew member could also manage pips and shield cells given voice commands, or something. Hmm. Thoughts?
 
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