Thanks everyone for the replies. Yes I understand alot of the scanning feature are already available, so, merging them all into one menu I think would be the benefit here, adding the ones we like, removing the ones we dont. I do understand you can transfer power via the F5 menu, however there is always emergency power, which can be taken from any system (Life support, engines, phasers, etc) to transfer to a subsystem to make it more effective. Possibly even overloading it (I do believe I saw a mod that allowed overloading a subsystem with a chance to knock it offline from overloading)
Let me try to explain these scan options a bit better.
-Long range scan- Basically this will reveal the general location of ALL players AND NPC ships in the entire server. If the server has more than one map, it will say what map they are on as well. This would emulate a long range sensor scan of the sector, but will not yield any tactical info nor would it reveal any ships under cloak.
-Anomalous scan- This scan option would scan the area for any gravitational disturbances, subspace anomalies, tachyon particles (grid), and neutrino emissions (wormhole). Other anomalies that would be good to have in BC would also be scannable by clicking this scan option. There is a delay between scan options, perhaps 5 or 10 seconds.
-Planetary scan- Basically this would reveal the map list, and go into detail about what types of planets and star types are in that map. An extension probably of the F2 set warp course (but F2 is unable to see how many planets in the system until you warp to that system, IIRC, but I can see where this may be a useless feature, so it may not make it to the final round lol)
-Tactical scan- This is a fun one. This reveals the target's current weapon power, shield power, engine efficiency, and sensor range/accuracy. This will be useful to gauge where exactly your target has it's main battery and backup power, so you know whether to target the warp core to reduce overall effectiveness of your enemy's power boost, or go for a specific subsystem such as the impulse engines (if all your target has is 125% engine power at the time)
-:Reconfigure Sensor Array:- This is another fun one. As we have seen many times on TV, Voyager likes to reconfigure it's sensor array quite a bit... actually, they all do. This reconfiguration means that only one configuration can be active at a time. So if you have your array configured to emit a sensor echo to confuse your enemy, you will not be able to scramble or jam sensors until you reset the sensor array, and reconfigure it again. 2 clicks. Same goes for any reconfiguration option. (Not sure yet if these abilities should interfere with normal scanning operations above, open to debate)
-Reroute power to sensor array- Lets say your sensors are being attacked and they are draining fast. You already have your F5 menu sensor capacity at 125%, but that won't stop your sensors from going offline. Basically, this option would allow your sensor array to take more of a beating during combat. So, if the disable percentage for a given Sensor array is 0.50 (50%), rerouting power through a given subsystem (lets say engines) will decrease your speed and agility, but will give your sensor array a 0.25 (25%) buffer, allowing your sensor array to take 25% more damage before going offline. The buff would remain active until your batteries are drained, you select another sensor configuration, or sensor array is destroyed. Reroute the sensors through the weapons array, and it decreases your overall weapon efficiency and recharge/reload times for phasers/torpedoes. Etc.
-Boost sensors- This option most likely will not survive to the final round. It will probably be removed soon.
Any others i did not mention are pretty self explanatory. Hopefully this clears it up a bit more, thanks everyone for taking the time to read and reply and provide constructive criticism, its very much appreciated.
Tethys