Jump to content

Controls WASD blending Old with new (Orayn's idea)


64 replies to this topic

#61 Polymorphyne

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 489 posts
  • Facebook: Link
  • LocationAustralia

Posted 16 February 2012 - 11:15 PM

Personally I prefer the control scheme I use for mechwarrior 4:
W= increase throttle
S= Decrease throttle
A= turn mech left
D= turn mech right
Mouse= Controls torso rotation and tilt.

I find this system is the simplest and works great. You dont need the game to automatically align your torso to walk forward- In fact aligning the torsoe to your legs every time you go forward would give you a huge disadvantage, stopping you from being able to fight in any method other than slowly walking towards your enemy, sitting stationary as a turret or jousting. Heck, the biggest advantage of the Vulture Mech is the fact you can shoot at your enemy while running away from him or at any angle you like.

#62 Mchawkeye

    Member

  • PipPipPipPipPipPipPip
  • 883 posts

Posted 17 February 2012 - 01:13 AM

I have read this thread, and two things occur to me:

1) there seems to be a move towards an fps like control system.
2) people are concerned about newbies.

Well, it's a simulator. lets try to make it like one, instead nerffing it down, aping an FPS system. And lets not assume that new people need some kind of simplification of anything. I've played games and simulators for years (since I was but a wee boy) and never had the choice for 'newbie' controls. And that was not a problem.

The controls may well be more involved than your average game of CoD. I cannot imagine them being painfully complex by any stretch. so lets assume people who want to play MWO as being natively undumb, and be better people for it.

#63 Naduk

    Member

  • PipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 1,575 posts
  • LocationAustralia

Posted 17 February 2012 - 03:00 AM

in mw4 i used
(this works just as well on wasd as it does on the arrow keys or dpad)

W: increment accelerate (press for +10% or hold fast smooth increase to 100%)
S: increment decelerate/ reverse (same as W accept slows you down, keep pressing and you start reverse)
A/D: turns legs left and right respectively
Mouse: controls all axis of torso movement

fire buttons assigned on mouse and various surrounding buttons near wasd
manual speed selection on 1-0 with backspace toggle to reverse

various other buttons spread about the place

worked really really well, was very fluid and fast

#64 Nick Makiaveli

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 2,188 posts
  • LocationKnee deep in mechdrek

Posted 17 February 2012 - 06:11 AM

View PostMchawkeye, on 17 February 2012 - 01:13 AM, said:

I have read this thread, and two things occur to me:

1) there seems to be a move towards an fps like control system.
2) people are concerned about newbies.

Well, it's a simulator. lets try to make it like one, instead nerffing it down, aping an FPS system. And lets not assume that new people need some kind of simplification of anything. I've played games and simulators for years (since I was but a wee boy) and never had the choice for 'newbie' controls. And that was not a problem.

The controls may well be more involved than your average game of CoD. I cannot imagine them being painfully complex by any stretch. so lets assume people who want to play MWO as being natively undumb, and be better people for it.


I don't want the game dumbed down, but at the same time options are good. I am not a huge simulator fan (planes, tanks, whatever) and am not even a huge FPS shooter guy. So I fully expect my mech to need major repairs after every battle. So an option to smooth out the controls, even at the cost of some flexibility would be a good thing for me. Once I get a hang of controlling the mech, then I will experiment.

Just as when I pop into a multiplayer shooter after a long break, I become one of those a-hole camping snipers till I get a feel for things (ie having to use a pistol to survive when found) and then I move on to ARs and eventually SMGs for CQB.

Also, as with most complicated games, you need a way to ease new players into the game or else a large percentage will quit without giving it a real chance. Even WoW eases newbies into the game so as to reduce the loss, and we all know it's not exactly rocket surgery ;)

#65 Mchawkeye

    Member

  • PipPipPipPipPipPipPip
  • 883 posts

Posted 17 February 2012 - 11:05 AM

View PostNick Makiaveli, on 17 February 2012 - 06:11 AM, said:


I don't want the game dumbed down, but at the same time options are good. I am not a huge simulator fan (planes, tanks, whatever) and am not even a huge FPS shooter guy. So I fully expect my mech to need major repairs after every battle. So an option to smooth out the controls, even at the cost of some flexibility would be a good thing for me. Once I get a hang of controlling the mech, then I will experiment.

Just as when I pop into a multiplayer shooter after a long break, I become one of those a-hole camping snipers till I get a feel for things (ie having to use a pistol to survive when found) and then I move on to ARs and eventually SMGs for CQB.

Also, as with most complicated games, you need a way to ease new players into the game or else a large percentage will quit without giving it a real chance. Even WoW eases newbies into the game so as to reduce the loss, and we all know it's not exactly rocket surgery ;)



Mechwarriors 2-4 were not complicated, certainly not to the point where they needed to be simplified to ease people into it. I do not believe this game will be any different. And we should not assume new people are stupid and need the hands held. and if they are too stupid...well, the controls will no doubt be the least of their issue.

Choices and options are fine, but lets try to maintain that simulator feel...





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users