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Fix The Fps Control Scheme


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#1 CStarker

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Posted 09 April 2024 - 06:51 PM

I decided to revisit this game after initially refunding it due to the “tank controls”. I heard that Piranha Games added an option to let you control mechs “properly”. Long ago, I played around with the original control style, but it was just too uncomfortable. I wasn’t having fun bumping into everything like a drunk when I just wanted to simply walk. To quote Reggie, “if it’s not fun, why bother?” I have never played a game with mechs that controlled like that.

Examples of mechs sidestepping:
Cerberus: https://www.sarna.ne...28BattleMech%29
Wolf Trap: https://www.sarna.net/wiki/Wolf_Trap
Sasquatch: https://www.sarna.net/wiki/Sasquatch
Cobra: https://www.sarna.ne...28BattleMech%29
Initiate: https://www.sarna.net/wiki/Initiate

It no longer feels like I am piloting this: https://static.tvtro.../zukutank_6.png Not that there is anything wrong with tanks, but I would play a tank game if I wanted that. It finally feels like I have legs and can maneuver intuitively. Maximum speed can only be attained forward, which makes sense because all the mechs in the game have an erect leg posture. (https://en.wikipedia..._horizontal.svg) (https://cdn.vox-cdn....arrior_5.0.jpeg)

It seems that some people still prefer the tank controls and that’s fine. I am not here to tell people they must have fun my way or not at all. It’s better if everyone lets everyone else enjoy the game in their own way. Clearly this new control scheme coincided with more people enjoying the game. (https://steamdb.info...4080/charts/#3y FPS control scheme added in Jan 2023)

After playing for a short time, I realized that there is something off about the new control scheme. Before I continue, I must define 3 things:
Velocity: Rate at which your position is changing and the direction in which you are moving
Speed: Rate at which your position is changing
Acceleration: Rate and direction at which your velocity is changing
More info on this: https://www.khanacad.../v/acceleration

Acceleration appears to only have magnitude rather than magnitude and direction. The mech can only change the magnitude of its velocity at a limited rate, as it should, but it can change the direction of its velocity instantly. The reason that velocity can’t change instantaneously is because that would require infinite acceleration which is impossible for an object with inertia, like a mech. It’s as if inertia is calculated only for speed and not velocity. Most people already know that the FPS movement is wrong based on our experience with other game physics. My detailed explanation was made to formally describe the problem. The mechs have legs and should be able to move in any direction, but they should also feel weighty.

The old tank controls obey the laws of physics just fine. It’s been over a year since this was added. I don’t believe that this bizarre, glitchy movement was intended. I am surprised that the game was released like this in the first place because all other mech games (or any games with legged entities) ever made have “normal” movement. That’s now beside the point. I haven’t found any statements from the devs since some early bug fixing. What’s the plan? Can you not have WASD send a direction to an algorithm which directs the legs to turn and walk in that direction relative to torso azimuth? What’s with this bizarre work-around? It looks unfinished. Please, do something about this, Piranha Games. I’m holding off on my second refund so you can use my money. You guys are so close to making this work.





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