Being a passive flyer - enjoy just flying around and looking at things with the occasional PvP - I’m probably not the best person to weigh in. Actually your proposal looks fine and I would be pretty happy with that layout. The only thing I would really like to see is a camera in front so we can make unobstructed videos of scenery.
There probably won’t be a way to not drop an axis on a controller. Because there are only 5.
Yeah this is tricky. Though I think you’re onto something. I was all about writing something up … but yeah not bad.
Here’s some critique:
Key combos on controllers aren’t widely used for a reason … they are quite hard to execute. Mostly because you have to hold onto the controller while pressing a button, changing the position of your hands making it hard to press another button. That’s why most console games use stuff like long or double press. (But implementing that will probably make you go insane , looking at past week.) Radial menus would work great for I:B too, I think.
Key combos could maybe work after some training. Still would block stuff like trigger.
A button (1) = Zoom
B button (2) = Select target in screen center
Can’t aim while doing those. Which is kinda needed.
Left stick X = move left/right
Left stick Y = forward/backward -> up/down
I think strafing would be more important. And “click forward” is increase speed anyway in with FA on.
It really depends what plane they should have more agility in. You are probably right that a plane that cuts the target is of more use than one that is perpendicular to the target. (when aiming at the target)
@ Target Selection: I think select screen centre is the most useful.
@ Head Center: I think look would be used much more if it could be used fast. Having to hold (or rather flick) to look in a direction, once you let go you’re back in center again.
@ Another Button: Long press.
@ Another Function: Not ones that couldn’t replace or merge with others.
Re-inventing the wheel again. There sure must be a console game out there with insane good controls.
I think your proposal is good enough all the way to beta, then you could do another pass on it.
If you do that, you have to go all the way and figure out the other buttons. Because although your proposal looks fine for the axes, they use more keys for the axes so you’re going to have less of them to assign the remaining functionalities to the other keys…
Good point. Unfortunately we don’t have radial menus or things like that just yet, so in the short term we’ll have to manage those limitations. But I agree that for the beta ( alpha ? ) we should probably have these menus to save buttons/keys.
I haven’t properly considered all the control implications, but for axes, I’m fan of echoing real life:
“Main” stick (left or right is your preference as devs): pitch and roll
secondary stick: strafing up/down/left/right
Triggers (like rudder pedals): yaw
I would argue speed doesn’t need to be on an axis by default, with the way it is currently set up. Just increase/decrease with some easy to reach buttons.
I think this would give maximum useful flight control options within easy reach using sticks on a controller.
I would expect a gamepad/joystick to be more viable in the MMO than it is in Battlescape.
In Battlescape it’s important to have twitch control - a mouse is perfect for that.
In an MMO there’d be a lot more time just travelling about, exploring/freighting/patrolling/whatever where a more relaxed interface isn’t going to be a disadvantage.
If people get into combat they can always jump back on the keyboard and mouse.