Wow a lot to take in there. As some people highlighted we definitely need to consider the complexity vs adequate functionality, allowing enough features for players who want to get super specific while not being so complicated that new players can't pull it up. Also as we look towards being able to assign a NPC to control turrets separate to just relying on Bobby AI we need to think about what bonuses having a NPC has compared to Bobby AI.
Given the learning curve then, if we were to add this in I'd lean more towards breaking up the complexity between Bobby AI and a NPC, so you have a simple version to understand in Bobby AI, then a more complex version with the NPC, as new players are more likely to start with a Bobby AI when they start to build turrets, than going straight for a NPC.
We're still planning on adding additional features and functions to Bobby AI, as well as turrets in general. Logic controls etc that are fairly simple for starters. I'd say though given what I've mentioned above, I wouldn't mind hearing some brainstorming between the two facets of turret control (bobby and NPC) as well as ways to make sure the OP proposed method isn't overly complicated.
About the Bobby AI/Turrets/Drones/possible crew funktionallity. I came up with a idea how to controll the ship entitys in a good way. I don´t know it will help in this thead since it´s maybe only part of what it´s about.
BOBBY AI MENU
In my opinion we need some kind of menu in which every entity with a bobby ai is listed (maybe bobby ai as requirement to be used by crew?). The list can be divided into Turrets (every entitiy with a bobby ai on a turret docker) and Ships (every entitiy with bobby ai on a rail).
The list should contain:
1. Name of the Entity/Bobby AI (naming bobby ai modules?)
2. List of weapon systems this entity can use.
3. Maybe more information.
This is to identify which entitiy it actually is. Now the fun part how this can improve the controlls.
DRAG AND DROP BOBBY AI GROUPING
Basically a menu in which entitys with bobby ai modules can be grouped via drag and drop. I doesn´t need to be an extra window or anything. I know that the interface shouldn´t be too complex but if done right this can work pretty well.
What this menu should do:
1. Create groups: You can create a group to drag and drop bobby ai entitys in it.
2. Controll the behaviour of a entity group:
- Change ai mode (ship, turret, anti missile, anti person, fire on my target, etc)
- Change the priorities (manually give the ai a number as priority via a slider what it should do, maybe locked if not controlled by a crew member? Maybe adding own priority targets with the more advanced system Yetimanias suggestion is about?)
- Maybe more configuration. I´m didn´t read everything what is needed/wanted in this thread but this can be the place where advanced settings are hidden to not confuse new players.
3. Give every group a
draggable button with a fire at my curret target command. With this button pulled in the action bar you can manually controll which entity group should fire what ship. For example: the right turrets can fire a target to your right and the left turrets to your left and you can still fire a target in front of you.
4. Similar features and commands for drone controll (If it´s possible in the future. Space to add a draggable Button to start and land drones.)
Here a small and bad drawn concept made in paint:
I know that concept is kind of basic but in my opinion a drag and drop menu like this is really easy to understand and to handle without reducing a possible complexity hidden in it.