Left hand mouse:
Scroll-UP - Increase throttle percentage 10%
Scroll-DN - Decrease throttle percentage 10%
Scroll-LT - Steer mech left (i.e. movement, legs)
Scroll-RT - Steer mech right
Actual movement of the mouse itself controls a cross hair tied solely to the point of aim for the LEFT ARM weapons.
Right hand mouse:
Scroll-UP - Tilt torso up
Scroll-DN - Tilt torso down
Scroll-LT - Turn torso left
Scroll-RT - Turn torso right
Actual movement of the mouse itself controls a cross hair tied solely to the point of aim for the RIGHT ARM weapons.
NEITHER mouse influences the torso twist (other than the scroll wheel). Torso-mounted weapons retain their own cross hair, relative to the orientation of the torso.
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Those who are keeping track will, by now, have counted THREE simultaneous cross hairs on my proposed HUD (if this is you, well done!). This is not a miscount. I am, indeed, suggesting that the two arms and torso should no longer automatically share the same point of aim.
It just doesn't make sense to me that a mech has two separate arms, and yet they cannot aim in opposite directions. There is ample lore referencing skilled pilots engaging multiple targets. I guess the only reason this hasn't been implemented in previous video games was the difficulty in coding for such. That being said, SDKs like Multipoint Mouse from Microsoft have been around long enough now (albeit with intentions for a very different use-case), that I'm surprised that integration into video games has yet to happen at any level that is noticeable. To my mind, it would certainly provide the most realistic mechanism for control of a mech achievable with current off-the-shelf tech.
This separation will also allow PGI greater flexibility in mech designs, as the degree to which a mechs arms are capable of articulating no longer has to be mirrored on both sides. Where a mech's geometry supports or requires it, under this proposed scheme, arms can now be granted differing degrees of articulation as each design requires it. I'm not saying that this will necessarily HAVE to be used, but I can't see granting the designers this freedom as being anything other than an additional means of bringing greater realism to the game (lets face it... with some of the asymmetrical designs in BT, expecting both arms to be capable of the same degree of articulation in all cases is farcical anyway!).
And from a balancing point of view... forcing the arms to move independently, and therefore meaning that they are never "perfectly" aligned, could help to reduce the issues with "pinpoint alphas" that people rave on and on about!
Also... as an additional bonus, twin mice are likely to be far less expensive than the high-end joysticks touted by many hereabouts...
This is, however, an idea that just came to me, so it is far from fully thought through... bearing this in mind, any refinements and feedback would be welcome, as would any possible pitfalls I might have failed to spot (although I would prefer if any critique was kept constructive!). That being said... to my mind "independently aimable arms are OP", whilst possibly accurate from a balancing perspective, fails (IMHO) to trump the improved immersion argument.