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Separation pets need a UI

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  • senatorvreenaksenatorvreenak Member Posts: 0 Arc User
    edited June 2014
    I want a full UI and a full set of commands for my auxillary craft.
    Actually, I think they may even require some more specialized commands, seeing that some of them come with special abilities such as spinal lance, autocannon and antimatter spread.

    Right now I never use my Bortasqu's Hoh'Sus console, because ultimately it is "completely" useless when you don't have any control over it, and have such a long cooldown.
    It dies to easily and it cannot coordinate with the mothership.
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited June 2014
    Personally I think the MVAE should operate differently than the separation powers or the launched auxiliary craft powers.

    MVAE should work on a short duration, you select an attack pattern, your ship separates, all pieces gain flanking bonuses for the duration as they attack your target. When the pattern is done, the ship reassembles and you start your cooldown.

    Effectively have it so it operates like in the show, a brief maneuver that greatly enhances the combat effectiveness of one ship by allowing it to hit from multiple vectors for a short time.

    And how long would you want the cooldown to be for this? Personally I'm happy with it working much as it does now but I think the ability itself needs to be looked at and upgraded accordingly, the new things are all getting fancy high level abilities and in some cases AI upgrades, I think this needs the same treatment, maybe include that sort of pattern command in place of any carrier commands (just because it sounds like a cool idea :P)
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  • mycroft1701mycroft1701 Member Posts: 109 Arc User
    edited June 2014
    adamkafei wrote: »
    And how long would you want the cooldown to be for this? Personally I'm happy with it working much as it does now but I think the ability itself needs to be looked at and upgraded accordingly, the new things are all getting fancy high level abilities and in some cases AI upgrades, I think this needs the same treatment, maybe include that sort of pattern command in place of any carrier commands (just because it sounds like a cool idea :P)

    I'm not so sure about this tbh. Guess it could be OK if the CD was reasonable, otherwise this seems like quite the nerf to a ship that would benefit an update
  • maxvitormaxvitor Member Posts: 2,213 Arc User
    edited June 2014
    sle1989 wrote: »
    Hangars on ships that have them are permanent, therefore it is easy to have a UI attached to them, as the UI is attached to the ship. The problem with the separation pets is that they are typically console based.

    This makes programming any UI interface for the pets more difficult. We may not always have the console on the ship, so we won't always need the UI.

    I'm not disagreeing that we need pet UI's, I'm just pointing out the difficulty.
    Actually the hanger pet is just another console assigned to a slot, there is nothing special about it, it may be labeled for a specific type of fighter, but it is actually a console for the fighters and their hanger and if you unmount it, that hanger UI disappears from your HUD. The only difference here between hanger pet consoles and separation consoles is hanger pets aren't universal consoles but have to go to a dedicated slot. This should be no reason why separation consoles can't have a carrier like command ui.
    If something is not broken, don't fix it, if it is broken, don't leave it broken.
    Oh Hell NO to ARC
  • neomodiousneomodious Member Posts: 428 Arc User
    edited June 2014
    They already have code to conditionally add a UI tray, and place a button to toggle that tray. Go put on an EV suit.
  • starswordcstarswordc Member Posts: 10,963 Arc User
    edited June 2014
    NVM, misunderstood what I was replying to.
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  • davkurasdavkuras Member Posts: 0 Arc User
    edited June 2014
    I pretty much agree with all the points made in this thread about getting a UI for the saucer like the hangar bay has. Right now, as a workaround for checking its health without fumbling to tab/manually target the saucer & click the push pin icon (since the normal focus hotkey does not work in the Keybinds dialog), I use the following keybnd:

    [key] "Focus "<name of your ship>"" (Note: there are two (2) sets of double quotes needed in this command: one set for the command & one set for the ship name within the command.)

    ex. Alt+f "Focus "U.S.S. Battle Galaxy""

    Then I have another keybind setup to cycle through my heal skills on my "focus" target:

    [key] "FocusTargetSelect$$+STOTrayExecByTray 0 1$$+STOTrayExecByTray 0 4$$+STOTrayExecByTray 8 1$$+power_exec distribute_shields"

    In my case, this will use my Hazard Emitters II, Engineering Team I, & Auxiliary to Structural Integrity II in that order depending on which skills are not on cooldown at the time. This lets me keep the saucer up way longer when I don't need to use those heal skills on myself.
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