I think it would be a great idea (and streamline gameplay) to allow players to actuvate multiple abilities with one key press.
For instance, I use Emergency Power to Weapons, Cannon Rapid Fire II, and Torpedo High Yield, and Wing Cannon Overload one i've melted my target's shields. Often it takes several seconds to activate those abilities, but if I could string them all together and bind it to say, "control+4" I could activate all those abilities as y personal attack pattern
Saving time means more blowing stuff up and that makes me happy
Comments
Something like:
Giving it our own name, like say Alpha Strike (I'll use my own for an example).
Choosing which powers activate with it, say, APA, APB, CRF, GDF, TF, TT, FOMM, and subspace jump.
A special section is created under options>keybinds for custom keybinds.
Maybe a little symbol customization for recognizable symbols on the tray.
It gets put in the drag to tray powers window.
How can you do that? Still sounds useful.
Thank you!
Though those command lines do look darn hard to understand... I'm not a coder.
Edit: Ah found it, god bless stickies in PvP section
http://www.ifes.us/STOKeyBind/index.html
keypad and gamepad macros do that tho. So it's all in your gear.
I personally say no to this because we already have too much on the attack patterns as it is having too much power in one place. Before they can do something like this thiey'd have to separate the attack patterns and evasive patterns into separate skills (like they should be) so that people can't make a secondary Iwin button that uses the Iwin buton that's already there.
Then maybe.
That post is kind of out of date. In particular, it has the wrong execution order for concatenated commands. The following PDF is more up-to-date:
http://www.ifes.us/HowToKeybind/Star%20Trek%20Online%20Key%20Binds.pdf
You can also try the wiki. It has a more recently edited version of the post above:
http://www.stowiki.org/Guide:_Keybinds
It's not actually coding. Keybinds don't have conditional branches or loops.
The keybind system in game requiring you to press the key for each step allows you to stop at any point should you choose to execute a function directly out of the order defined in your keybind sequence, you are not locked into a sequence that could get you killed when the situational requirements vary rapidly.
for those who are interested here is the link for microsoft macro
http://www.microsoft.com/en-us/download/details.aspx?id=13045
Have any questions hit me up within game @kage71