Might as well throw in a +1 for more firegroups since the thread taken a turn in that direction. It would make using more than two types of weapon on a single ship much more fluid.
Luckily, I have this on hand to turn the direction back away from it again:
https://forums.frontier.co.uk/showth...=1#post1828787
"This isn't going to happen. We've chosen to use a two trigger system and as a result we've based a lot of the UI layout and functionality around this concept. We would not add another fire button unless we also redesigned the way the hud works to accommodate the fact that you can't just do a left/right split to show which weapons belong to which trigger. Likewise we'd need to extend the functionality of the fire group UI to add the new trigger. Having two triggers forces you to group weapons sensibly and to utilise the fire group switching functionality skilfully to maximise your ability in a fight. It also doesn't penalise those players that don't have access to extra buttons they could bind to a third trigger when such an option would be considered integral if it was available. "
https://forums.frontier.co.uk/showth...=1#post3793018
"I see you're a star player at the hyper-bole scoring touch downs for both teams.
You may want this button but we do not. We've explained our reasons multiple times, you may not agree with them but that makes them no less valid. If we want players to have to perform a minor skill test of tuning and switching between fire groups to make use of multiple conflicting hard point choices then that is our prerogative. It is a useful balancing measure to ensure the ships with umpteen hard point slots are more difficult to use when you have unique weapons and systems spread across them. It makes the HUD cleaner and less cluttered. It works extremely well on control pads and even joysticks that surprisingly often lack more than one dedicated trigger button. Mouse controls work well with it. It requires less button presses to cycle through fire group options. "
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