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Feature Request: Autocast Slots

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Would you like to see this feature implemented?

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Post  Innomen Wed Jan 08, 2014 8:34 am

Feature Request: Autocast Slots

Exactly like in dungeon siege.
It would be nice to designate certain skills/slots as autocast, which means cast as often as possible.

Just sharing a wish. Of course I can do this with AHK fairly easily, just configure a repeating button press and map skills to those buttons, but I would of course prefer it be built in Smile


Last edited by Innomen on Wed Jan 08, 2014 8:35 am; edited 1 time in total (Reason for editing : Added Poll)

Innomen

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Post  EvilNinjadude Wed Jan 08, 2014 10:41 am

I'd really like to see this for abilities that have long cooldowns, but you want to cast as often as possible. I'm talking about the Rescue Ray, the Plasma thruster, the Forked path catalyst, that sort of stuff. They are important abilities with really long cooldowns, so what you're naturally gonna want to do is spam the button as soon as the cooldown gets close to finishing.

How possible is this to implement?
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Post  Blurb Wed Jan 08, 2014 1:57 pm

Perhaps a modifier that locks the ability on/off when used. Although the console controllers are hard pressed for buttons, left thumb click might do.
So modifier+LMB will constantly fire the LMB ability until modifier+LMB is pressed again, the modifier would work with any ability, just like shift will capitalize any letter.

On a very similar topic, some abilities will not constantly cast even though the corresponding key is held down (Gemini Seeker Salvos, Messier-Six Swarm and Anathemos Relics to name a few) - this should be fixed.

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Post  Paul Dryere Wed Jan 08, 2014 5:24 pm

I'll make all abilities activate in a pressed state for consistency in the next patch.

Implementing auto cast wouldn't be terribly hard, aside from the fact that it might effect the way templates have to be saved and therefore loaded. I'll see if I can implement it if I get around to trying to allow for multiple abilities to be bound to a single key. As both these features would take some tricks to allow for current template saves to remain valid.
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Post  Innomen Wed Jan 08, 2014 9:15 pm

For what it's worth, in my opinion you shouldn't worry too much about invalidating old templates and backwards compatibility. I'm sure the majority of players would be fine with rebuilding, and you could always allow players to export a hull/part list.

If it comes down to it, it would be a mistake in my opinion to sacrifice an innovative feature to preserve old compatibility.

In any case I'm glad to hear the idea is well received Smile

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Post  Paul Dryere Wed Jan 08, 2014 9:53 pm

Unfortunately, invalidating old templates is not really an option. The single player campaign uses hundreds of them for various non-procedural enemies and for missions where you fly a specific hull. And of course all prebuilts would have to be redone. That and all templates on the Steam Workshop would become invalid.

I will have to find a way to innovate while being backwards compatible.  Smile I haven't forced a save wipe since before alpha.  Razz
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Post  Innomen Wed Jan 08, 2014 10:14 pm

Oh. I see what you mean by "template" now. Well, good luck man Smile

Congrats on your save preservation record, we certainly appreciate it Smile

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Post  Innomen Thu Jan 09, 2014 1:51 pm

AHK won't work after all it seems: ringrunner.forumotion.com/t281-autohotkey-autocast-script-not-working

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