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Mechlab / Consumables: "Consumable groups" #118

Open TheFifthHorseman opened 7 years ago

TheFifthHorseman commented 7 years ago

With up to five consumable slots of up to four different types, neither activating them by type nor by slot is particularly practical for the user.

Proposal: Add a way to group equipped consumables into 1 to 3 queues in the Mechlab UI. Add a key binding to the keyboard settings for each consumable queue that would activate the topmost (ready, unexpended) item in the queue.

YouKnowNothing commented 7 years ago

I don't get how is this different from activating them by type... there are only 3 types of consumables, using 3 key bindings for types is the same as using 3 key bindings for queues, without the confusion of what's next in what queue. Oh... wait... there's arty and air strikes, I forgot. Still, I see no reason why you would take both an arty and an air in the same match...

TheFifthHorseman commented 7 years ago

using 3 key bindings for types is the same as using 3 key bindings for queues,

Except when you use different consumable loadouts on different chassis. Binding by consumable slot, you end up with five controls taken up, up to four of them dead depending on your specific build and Aux tree investments. Binding by consumable type, you end up with four controls taken up, and commonly at 1 or 2 of them dead as a result of having no consumables of that type.

With this proposal's change, you can reduce the amount of controls needed for consumable activation to as few as 1 or 2, and they would work regardless of which specific consumables you have equipped, thereby reducing the amount of wasted keybindings.