Or maybe something shorter like "Prioritize Target" or something.
What this would do:
Issue a player-order priority command to a capital ship that tells its turrets (or possibly the whole ship depending on orders) to target the player's targets. This _will_ be high enough priority to override your standard "Engage Enemy" orders at priority 50, etc, but not high enough to disengage turrets from specific goals set by the mission designer. A turret will only disengage from its current goal if it is capable of engaging the player's target (in view, in range, equipped with proper weaponry). If no turrets can be prioritized to the player's target, a negative response will be given to the player, otherwise the available turrets will engage the target and an affirmative response will be given.
What this will _not_ do:
I don't want this to make any changes to the ship's AI. I don't want it to do things like roll, etc to engage more so than it already would. Essentially, if the ship is already following a path, this should never override the mission designer's intent for the ship to follow that line. I don't know what behavior would happen if a capital ship suddenly disengaged from that to engage an enemy and then attempted to resume that goal, probably not anything we want to see happen. I suppose priority settings could allow that to happen, but I certainly don't want it to be easy to do. If a capital ship is able to fully engage the target due to no overriding orders, it may as well be a full on 'attack my target' order at that point. The point of this is to allow the player to prioritize a ship's firepower that isn't specifically being used for other purposes by the mission designer. Implemented properly, this would have a minimal impact on the balance of the FS2 retail campaign, it would simply give you a few more ways to deal with certain threats.
Changes to AI (rolling to broadside, etc) would be unrelated to this request.