Ok, first up, let me say that this is NOT a "do it my way" thread. The design I'm proposing here will let the folks happy with how it is now keep it exactly like that. The idea here is to allow more people to set up their control schema exactly how THEY like it.
We have lots of stuff that "should" or "may" be assigned to a firegroup to use. Some of it works in SC only, some only in normal space. Some of it works in Analysis mode only, some in combat mode only. Some of it doesn't even need hardpoints deployed, while most of it, of course, does. The current state has you either with lots of firegroups to cycle through which aren't relevant to your current ship state or with just about every firegroup generating a "switch modes" or other flag when you use it.
Two additional options would make both these go away if the players set them.
1: An option to "skip non-functional firegroups" - when enabled, cycling firegoups forward or back would skip any that have nothing assigned that are functional in the current ship state and HUD mode. When changing ship state or HUD mode, if the current firegroup would be skipped when cycling, cycle forward to the next one that has at least one action assigned that is functional in the new ship/HUD state.
2: an option to "suppress state warnings" if the fire key being triggered has anything that works in the current ship/HUD state assigned. So if a firegroup has mining lasers and beam lasers assigned to primary, with this option unset you would still get the warning in both analysis and combat mode, because there is something assigned that doesn't work in this mode. Set the option, though, and an overloaded firegroup of this kind will generate no warnings because there is something assigned to that fire key that works in the current state.
This would allow greater flexibility for those players that want it while letting folks who like the way it currently is just leave those options unset and keep playing the way they currently do. The players that want to overload firegroups or set things up another way would be able to set one or both of these options and configure things to their preference.
We have lots of stuff that "should" or "may" be assigned to a firegroup to use. Some of it works in SC only, some only in normal space. Some of it works in Analysis mode only, some in combat mode only. Some of it doesn't even need hardpoints deployed, while most of it, of course, does. The current state has you either with lots of firegroups to cycle through which aren't relevant to your current ship state or with just about every firegroup generating a "switch modes" or other flag when you use it.
Two additional options would make both these go away if the players set them.
1: An option to "skip non-functional firegroups" - when enabled, cycling firegoups forward or back would skip any that have nothing assigned that are functional in the current ship state and HUD mode. When changing ship state or HUD mode, if the current firegroup would be skipped when cycling, cycle forward to the next one that has at least one action assigned that is functional in the new ship/HUD state.
2: an option to "suppress state warnings" if the fire key being triggered has anything that works in the current ship/HUD state assigned. So if a firegroup has mining lasers and beam lasers assigned to primary, with this option unset you would still get the warning in both analysis and combat mode, because there is something assigned that doesn't work in this mode. Set the option, though, and an overloaded firegroup of this kind will generate no warnings because there is something assigned to that fire key that works in the current state.
This would allow greater flexibility for those players that want it while letting folks who like the way it currently is just leave those options unset and keep playing the way they currently do. The players that want to overload firegroups or set things up another way would be able to set one or both of these options and configure things to their preference.