Skihids wrote:
Ideally we should be able to use both the DS3 for direction control and a mappable KB for module control. The selection wheel is a lousy interface for critical systems control. Imagine something like that on your car.
One panic slap on the boost button and you are back up to max shields.
Enemy turning to fire on you? Slap the hardener button and return fire. Coast clear? Shut down the hardener before it drains all your cap with another press.
I agree that the selection wheel is a rather poor interface sometimes. It is always irritating when I go to activate both of my hardeners but instead just turn off the one I just turned on.
However giving free reign of mapping out controls could lead to an imbalance that favors KBM, you simply have more buttons that are easily accessible.
Total number of buttons on a DS3: 14
Total number of buttons within easy reach of a 4 finger placement: 20-27 + 2 on the mouse
On the matter of Capacitors:
I think they just would make ground combat unnecessarily complicated. It would draw too much of a single players attention away from what they are doing to simply managing their vehicle. Having to micro manage how much you are shooting, how much cap draw your defenses are taking, aiming, maneuvering, maintaining situational awareness, watching ammo count, judging how quickly your opponent is losing eHP vs your eHP, and communicating with allies is too much for a single person to handle. You would end up with very boring tank battles: Upon seeing each other they would stop their tanks and it would become a battle of capacitor micromanagement and build setup, which is EVE not Dust.
If you are truly displeased with the current mechanics then I see two possible alternatives:
1) Vehicle "crews". By allows several people control of a tank you reduce the overwhelming amount of micromanaging needed. The driver could manage defensive modules and steer while the gunner manages offensive modules/turrets and keeps situational awareness. Tank matches would be won by teamwork of the crew, capacitor micromanagement, and the build of the vehicle.
This option would also reduce tank spam as it would take at least 2 people to operate a tank and a poor crew that lacks communication would pale compared to an organized one, thus MLT tanks would fall out of favor. Redline rail tanks might still be a problem though, as sitting in the redline and striking at long range allows them to not deal with defenses or mobility.
2) Vehicle modules operate more like stamina than the hard cool down system we have currently. By not using up the full duration of the module then it recovers more quickly. The reduces the amount of micromanagement needed but increases the amount of detailed control the operator has (which is what I assume you capacitor people want).