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Skihids
Bullet Cluster Legacy Rising
3075
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Posted - 2014.03.19 20:51:00 -
[1] - Quote
Go ahead and keep your camera drone, but make it visable and let me blow it up!
If it's real I can destroy it. |
Skihids
Bullet Cluster Legacy Rising
3075
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Posted - 2014.03.19 21:00:00 -
[2] - Quote
The problem is that CCP took the lazy route and went third person for all vehicles rather than build proper first person views.
It makes aiming and flying dropships an exercise in frustration anywhere near obstacles as the camera viewpoint jumps all over and ends up rammed up the ass end of the ship. Hello! I'm in the cockpit, not glued to the back of my ship!
I want to strap a developer onto the back of a cargo van and make him drive it through city traffic. |
Skihids
Bullet Cluster Legacy Rising
3075
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Posted - 2014.03.19 22:29:00 -
[3] - Quote
First person would be fantastic on dropships if done right.
Start with a wide FoV via a virtual view constructed from a series of hull mounted cameras.
Add the ability to turn your virtual head without yawning the ship by adding an additional control input for yaw, either rudder pedals or the Six Axis tilt. Then the right stick is pure "look" control. Slave the front turret to that.
Ghost the outline of your hull in the view to give position cues relative to terrain.
Add the basic six pack of flight instruments to the HUD.
Now you can see what is in front of you as you fly and you don't have the bulk of your ship obscuring your target. You can thread your ship between buildings without having your viewpoint suddenly flipped around and rammed up your ass end. You can accurately judge height above terrain and rate of decent when landing. Immersion goes up by n order of magnitude.
Good pilots who kep their head on a swivel will be rewarded with high situational awareness, just as in real life. |
Skihids
Bullet Cluster Legacy Rising
3086
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Posted - 2014.03.20 17:32:00 -
[4] - Quote
Lanius Pulvis wrote:Skihids wrote:First person would be fantastic on dropships if done right.
Start with a wide FoV via a virtual view constructed from a series of hull mounted cameras.
Add the ability to turn your virtual head without yawing the ship by adding an additional control input for yaw, either rudder pedals or the Six Axis tilt. Then the right stick is pure "look" control. Slave the front turret to that.
Ghost the outline of your hull in the view to give position cues relative to terrain.
Add the basic six pack of flight instruments to the HUD.
Now you can see what is in front of you as you fly and you don't have the bulk of your ship obscuring your target. You can thread your ship between buildings without having your viewpoint suddenly flipped around and rammed up your ass end. You can accurately judge height above terrain and rate of decent when landing. Immersion goes up by an order of magnitude.
Good pilots who kep their head on a swivel will be rewarded with high situational awareness, just as in real life.
(Add support for Sony's VR headset when we get the PS4 port) I'd give you six likes and a beer for this if I could. They've already got the basics for the viewpoint relative to vehicle motion, just overlap it with the ship and map a couple pre-existing controls....
I'm a database programmer rather than an Unreal Engine programmer, but I have to believe that it's possible to get this effect in the engine. It's basically centering the PoV camera in the middle of the ship and ghosting a wire frame around it while allowing the camera to rotate on two axis. The "Hull mounted cameras" are just a lore explanation for the virtual view as the game can ignore the ship's visual just like it will for "cloaked" scouts.
It's so much more futuristic and techno than a third person view, it puts the First Person into this FPS, and it removes all the artifical barriers to piloting that TPV introduces. I know it would increase my personal enjoyment of flying by 500%. |
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