I seem to remember a Computer Gaming World article from 1998 or thereabouts that quite definitively stated that the ideal control scheme for Mechwarrior 2 was rudder pedals, throttle, and
mouse. I though it sounded quite extravagant at the time, but it's hard to really argue with it once you've tried it.
Perhaps track-ir support for head-directed queing of arm weapons would make a joystick useable for torso twist, but extra triggers would be the only benefit. If my desk bounced around like the cockpit of a battlemech I'd obviously need a joystick, but it doesn't, so I don't.
I would like to try track-ir for aiming the guns at least once, though. It would probably be hyper-sensitive and terrible without some kind of head-mounted VR system (it takes just about all the concentration I can muster to align a ring and bead sight with track-ir while flying a virtual plane), but if you're going for "immersion" it's probably the closest you're going to get. Same kind of system is used to aim the gun on Apache gunships today, by the way (the IHADSS system), but with much better tracking than track-ir is capable of and no movement amplification required.
I've actually stumbled upon a in-universe explanation of battlemech controls in a Mechwarrior(?) sourcebook somewhere, but like most terrible battletech writing it was comically dumb. Basically the neurohelmet does jack but help with "balance", controls are HOTAS with the stick for the torso and throttle and pedals for the legs, but... if you twist the throttle and stick in vague and unexplained ways, your Atlas can do headstands!
It might have been the Solaris VII sourcebook, actually.
ETA: If we're going with the twisty throttle shenanigans as canon, I'd play QWOP with guns. (As long as it had better netcode than MWO, of course
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Edited by NonWonderDog, 21 December 2012 - 11:57 PM.