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Player Features and Ideas Discussion

 
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New/custom buttons and views

Author
Pidgeon Saissore
Tyrant's
#1 - 2012-07-12 04:14:45 UTC
There are a number of things that could be optimized by allowing people to create some of their own buttons and a number of which I believe should be standard to a point.

A custom button would be assembled by moving a command from any window or drop down menu into the cutom commands window. This would also be accessable from relavant drop down menus. These could also be used to make a queue that is more then a single action; For instance warp to object, scoop/loot all, warp to dropoff container, drop object/loot. In this case the dropoff container would be something specifically set at the creation of the button. Some buttons would be made speciffically to bypass entering a different view such as resetting a planetary extractor's program. To assemble any button simply hit the create button button then do the desired action then hit the complete button button. If the command involves moving items the options presented for it afterward would be move all or move specific number at each point in the command. Also they would be move everything, item group, or specific item.

The new views I would make are mostly for industrial purposes. In a blueprint you could set to locate all of the components in your assets and/or starbase. For planetary or moon mining and reactions it would show in the main window which resources are produced and used on planet or in a starbase. This would assume full production and would have a timer for when the resources will run out. Also for complex blueprints there would be an option to view all component blueprints so that base resources for your intended construction can be seen. This would have the settings to see the consolidated totals of each base material and seperated for each blueprint. There would be a seperate part for starbase and planetary reactions as these can't be constructed in the same place as the blueprint.

A relavant button for this would be to scoop the used resourcs from a hangar and take it to the planet and then return with the produced items. On creating the button it may be necessary to assign specific numbers to what is moved if multiple items are in it. Since it may be impossible to make these commands variable it will be necessary to make a new one for each planet/moon harvester.

A few commands that could be added that do not currently exist in any form

Match speed command: move in the exact same manner as the target, the primary intent from me is to make transversal velocity 0. Usually the ship that would be attempting it is considerably larger and therefore incapable of matching speed unless it has some extra means of doing so it would have minimal impact. The effect can be manually achieved but since the target is usually orbiting it is impossible to do it accurately or for any sustained time.

follow in warp: In a fleet warp to the place the target member is warping to instead of where they are.

quick target tagging: At present a target can be tagged only from a dropdown menu which in a combat situation is far too slow. The command should be hotkeyed. Since this would be a large number of additions it would have to be a complex one like ctrl-shift-(letter of tag)

Multiple keep at range: move to the nearest point that is the specified range of both targets

Warp at speed: When exiting warp your ship stops before any command can be given. If this command is given at any time during a warp you will exit warp at top speed, also make this combine with afterburners or mwds and allow them to be activated while still in warp.



To anyone who wants to comment on these ideas please specify which as there are a number of different ones here. Also please add to the list of things that could be made a command, remember that these will not change any kind of game mechanic or module, only make certain ones easier to use.
mxzf
Shovel Bros
#2 - 2012-07-12 04:58:09 UTC
Well, your first idea, multiple commands all in one button, is called a macro. They range from frowned upon to against the EULA, depending on how complex they are.

As to the rest of the piloting suggestions, they sound like they're designed to devalue the skill involved in manually piloting, which isn't a good thing either.