Adding a Null to the target selection list doesn't fix the issue illustrated. For example, Null won't change a now-hostile ship I accidentally shot at back to Green. At the same time, it adds an additional selection cycle for everyone - whether they like this idea or not. The big advantage of the Null selection proposal is ease of implementation. But since it doesn't seem to correctly address the issues presented, it isn't much of a time-saver for anyone, not even for Vice.
Generally speaking, my primary objective isn't to reduce Vice's work load. He can sort/group/filter change requests and assign both the resources and the priorities to them as he sees fit, because that is his job. My job as a player is to provide info on what I like or don't like about the game, and to try to do it as clearly as possible so that Vice doesn't spin his wheels and come up with something that doesn't fix the issue or add any value.
With that out of the way, how does this sound?
Bind slot for "Automatic Target Selection" (enable/disable toggle).
- Press once to enable, and again to disable.
- Need a HUD or in-game panel state indicator. I would prefer a panel light indicator labeled "ATS".
Bind slot for "Clear Target" (activation):
- Press to deselect the current target selection.
- Particle and Beam will fire bore-sight, but will not track with MDTS. Missiles will not launch without a target selected and missile lock acquired.
Want the game to function as it does now? Then leave ATS enabled and don't map an input to Clear Target.
In all cases, existing input mappings and features remain unchanged. That is, whether you have enabled ATS or not, pressing your button for Next Target or Nearest Enemy will do exactly that: Target the next target in the ship list, or target the nearest hostile.
[Edited on 10-23-2010 by Aesir Rising]