Harpyja
DUST University Ivy League
198
|
Posted - 2013.07.06 15:05:00 -
[1] - Quote
The following thread is a control layout mapping suggestion along with possible future additions to go with certain controls and air combat. I'm assuming the following: 2 small turrets that don't have to be the same type and VTOL abilities
Right stick X-axis: yaw Right stick Y-axis: pitch Left stick X-axis: roll Left stick Y-axis: forward throttle control*
R1: fire R2: module wheel R2 + R3: turret wheel** R3: toggle between 1st and 3rd person view
L1: downward thrust L2: upward thrust L3: maintain altitude
Circle: exit vehicle Square: unused*** Triangle: unused*** X: unused***
D-pad: unchanged
*Pulling down on the throttle and reaching a certain speed will automatically toggle the craft for vertical thrust. Increasing the throttle will automatically toggle the craft for forward flight at a certain speed. **Turret wheel: allows you to toggle turrets. Select A, B, or A+B. Alternative mapping: tap Triangle to toggle selection. ***Can be used for future additions to the game. For example, Square can be used for countermeasures if they get implemented. X can be used for secondary weapons**** ****Secondary weapons will be a third turret slot capable of only equipping a secondary weapon. Secondary weapons will be limited in ammo count but can be resupplied at supply depots. A secondary weapon may include bombs and guided missiles
Guided missiles: there can be three types of guided missiles: AAM (air to air missile), AGM (air to ground missile), and LOM (lock-on missile). AAM: can only lock onto vehicles at least 10m above any surface. (Lock on to aerial vehicles only makes no sense if you can lock a grounded dropship but not an HAV next to it.) Strong damage and good tracking. Ammo count: 3-4 AGM: can only lock onto ground vehicles. Strong damage and good tracking. Ammo count: 3-4 LOM: can lock onto any vehicle. Moderate damage and moderate tracking. Ammo count: 2
This control layout will be optimal (in my opinion) for fighter pilots. The right stick will remain as a means for targeting. (Yes, I know that this isn't how real aircraft are controlled, but for simplicity's sake this is a console game)
Hovering and forward flight modes will be independent of each other with simple transitions.
Using vertical thrust and pitch will enable pilots to chase ground targets.
Using vertical thrust, pitch, yaw, and roll will enable pilots to strafe targets.
I'd like to hear feedback and suggest alternatives for control schemes! |
Harpyja
DUST University Ivy League
198
|
Posted - 2013.07.06 15:28:00 -
[2] - Quote
Hehe. I had copied this onto my mobile so I can post it with a simple copy and paste. It's not going anywhere :)
I just thought that if devs are looking here, they might at least develop a control scheme that the players want rather than tweaking it over and over like they did with dropships.
Who knows? Maybe it's a few months rather than a few years. They already had a nice model of the Caldari fighter and artwork of the Gallente fighter at Fanfest. Perhaps they've made progress since then.
But of course, because they added and removed Black Ops and Maurader HAVs, maybe it will take a few years :( |