This would be a fairly small thing to implement, but it would be very useful in lots of ways.
Whenever someone locks a target, remember the previous target they had locked (or nothing, if there wasn't one) Then give us a key that lets us go back to the target we remembered.
Use:
A target "stack" would be better but would take more implementation. Target previous target would require a single pointer to the object (ptr != NULL) By "target stack" I mean being able to push targets in sequence and then service them in reverse-order, or "pop" them off and untarget them entirely. That would be very useful for fire-control in furballs, mining, and exploration.
A slightly simpler substitute would be to have a 'locked target' and a 'current target' with a way of switching between them and locking a target that was different from just "whatever I am looking at."
Whenever someone locks a target, remember the previous target they had locked (or nothing, if there wasn't one) Then give us a key that lets us go back to the target we remembered.
Use:
- I could target a friendly ship, then a hostile ship and if I ever want to vector on the friendly ship, I just hit "target previous target" fly that way, then toggle back to the hostile ship with "target previous target"
- If tanking a hostile ship in an environment where there are multiple hostiles, I could target a hostile and fire off a missile or to two keep them busy and return to my main target with "target previous target"
- If mining I could target the main chunk of rock I am working on, then target a piece I've knocked off, scoop it and "target previous target" to get a clean lock on my asteroid
- I could explore a new system by targetting the main star where I jumped in, then target local objects and always be able to quickly locate the star by hitting "target previous target"
- If I were wandering around in a system where there is a neutron star or black hole, I would target it, then be able to quickly make sure I was avoiding it using "target previous target" to toggle back and forth
- If I am doing exploration of a system, my nav-map has already targeted my next jump, so I could target the star, scan it, then "target previous target" to resume my jump-point
A target "stack" would be better but would take more implementation. Target previous target would require a single pointer to the object (ptr != NULL) By "target stack" I mean being able to push targets in sequence and then service them in reverse-order, or "pop" them off and untarget them entirely. That would be very useful for fire-control in furballs, mining, and exploration.
A slightly simpler substitute would be to have a 'locked target' and a 'current target' with a way of switching between them and locking a target that was different from just "whatever I am looking at."
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