For multiple players to crew a ship together in a fun, meaningful way, this game would need control consoles. That is a desired feature, but we don't have it yet.
Well, exactly, but I feel like this gets back to the circularity issue. Completely remove things like manually charging auxiliary systems, and when someone suggests control consoles for additional human crew the question will be "why, it's pointless when everything is already automated?"
I think we need multi-pilot interface points, because you're right - there's currently no good way for a secondary player to meaningfully contribute to flying a huge, capital warship. It can only be a 1-man operation... no matter how complex and how nice it would be to have an assistant.
This would not create any new mechanics to 'enforce' multiplayer activity at all, it would just be a way to deal with an annoying
existing mechanic that could bring value to multiplayer activity, and thereby offer another fun, optional mode of play, without actually changing the way everyone else plays the game one tiny iota. Choice, and with no damage to current gameplay. Because getting rid of it entirely undermines any future cause for multiplayer ships, but giving players a way to multicrew a ship as a cheaper means of managing charge times (compared to adding chambers) wouldn't substantially impact solo gameplay as it is now.
forcing your friends to be the guy that has to hold down the button is not a very fun thing
True, if that's all it is. Nor is clicking the mouse 48 times per minute a terribly fun thing, when looked at in that way. Nor pressing various combinations of WASDQEZX repeatedly for hours a wonderful sounding prospect. Which makes it tough to pin down the issue here, though there definitely is an issue with non-weapon charging periods.
All gameplay involves pressing and either releasing or holding buttons and keys though... in
all games... I think that maybe it's about what the button does that determines if it's fun or not.
I do agree that there are too many
long periods of hold-down necessary in this game, but then again when I play DoTA2 I spend the entire time frantically clicking the very same button - which is more work on my finger in the end. Other games with autofire you also have to hold down the mouse button over long periods for a steady stream of DPS, but I think that watching rounds fly is more exciting than watching a timer on your warp drive charge. Holding the button isn't the problem, it's what we're holding it to accomplish. Is it something dull or something interesting?
Jump drives... The current options of either holding the mouse to charge jump, or sacrificing ship space equivalent to 1/2 your reactor's size for two chambers in order for it to charge itself (a simple logic function), is definitely
not ideal. I mentioned before that I think that any (non-weapon) system requiring charging that uses a chamber should include autocharge with the first chamber, along with any other benefits the first chamber currently provides.
I don't think that everything should autocharge completely for free though, because in the long-run it would be nice to empower multi-crew ships. I've played such ships in other, non-voxel games - it can be a real riot, even when you lose battles, and raw, hilarious fun is something we desperately need more of.