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Kaylan Jahlar
Minmatar Minmatar Industrial Limited
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Posted - 2009.05.19 21:17:00 -
[1]
Edited by: Kaylan Jahlar on 19/05/2009 21:19:37 Right now, the only way to move a ship around, is by double-clicking in space where you want the ship to go. This has been working okay, but it would be even nicer if we could also have an alternate ship control mode where moving the cursor on the screen would move your ship in that direction.
Let me explain in more details:
1. You would have a key bound to "Direct Ship Control".
2. While pressing that key, the camera would position itself slightly behind your ship (like any 3rd vehicle game), your mouse cursor would snap to the center of the screen and its pointer would change to something else indicating you're in direct control mode.
3. The sensitivity of the mouse would match the agility of the ship, meaning it will take more mouse movement to move a large ship that turns slowly than it would for a small interceptor for example. This is necessary to have a real-time feel.
4. releasing the key would resume the camera to its previous position and release the mouse.
Note: You would still be able to use any weapon hot-keys (the F key combos) in that mode.
There could also be a special option to make it so you go to direct control mode when you right-click and hold the mouse on any empty space around your ship. (Much like you move around in many other MMORPG's)
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Sytoru Hiroshyma
SkillzKillz
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Posted - 2009.05.19 21:31:00 -
[2]
Originally by: Kaylan Jahlar Edited by: Kaylan Jahlar on 19/05/2009 21:19:37 3. The sensitivity of the mouse would match the agility of the ship, meaning it will take more mouse movement to move a large ship that turns slowly than it would for a small interceptor for example. This is necessary to have a real-time feel.
The big problem here is that the speed of the turn is constant. Simply setting it so that the mouse sensitivity is lower if you have lower agility won't cut it.
I'll give an example and just pull some numbers outta my ass. It takes a quarter screen of movement for a frigate to execute a 90 degree turn. It takes 2 screens of movement for a BS to execute a 90 degree turn. (Lower agility = lower mouse sensitivity = greater displacement of mouse for same in game effect) The problem is that I can do two screens of mouse movement very quickly so my BS turns more quickly than it should.
A better option would be simply to track lateral movement of the mouse and whilst this is occuring the ship performs a turn in the appropriate direction. But do you have an idea of the sort of timeframes that we are talking?
My least agile ship takes 37 seconds to align at best, I have a PVP battleship that takes 10.5 seconds to align at best. Is it really a good idea to require people to be constantly moving their mouse for that amount of time just to perform a 180 degree turn? If my least agile ship is travelling at full or even at 75% of maximum velocity then the align time is measured in minutes, not seconds. This solution may be suitable for rookie ships, pods, shuttles and frigates but move up a little and it starts to seem like a cumbersome way of doing things.
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Tagami Wasp
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Posted - 2009.05.20 00:35:00 -
[3]
Look to RL FBW, bind arrow keys to lateral movement command, (+)(-) to increase decrease speed, presto what you needed. Too bad it is quite demanding serverwise to implement. |
Sir Substance
Minmatar The Empire Nation Dead Mans Hand
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Posted - 2009.05.20 04:56:00 -
[4]
this idea isnt too far removed from joystick control, and that doesnt work because of lag issues. think about it. it takes between 1 and 3 seconds for your ship to react when you doubleclick. imagine that kind of lag for every mouse movement. it would be frigging impossible to control. |
Luzz Bightyear
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Posted - 2009.05.20 05:55:00 -
[5]
Left/Right - Increase/Decrease Yaw 15 deg. Up/Down - Increase/Decrease Pitch 15 deg. +/- - Increase/Decrease Speed 10%.
No more server load than double clicking a direction.
/thread |
Sir Substance
Minmatar The Empire Nation Dead Mans Hand
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Posted - 2009.05.20 06:23:00 -
[6]
Originally by: Luzz Bightyear Left/Right - Increase/Decrease Yaw 15 deg. Up/Down - Increase/Decrease Pitch 15 deg. +/- - Increase/Decrease Speed 10%.
No more server load than double clicking a direction.
/thread
<thread>
has no effect on the server, but still requires three seconds to go form Australia to Iceland and back again. |
Abrazzar
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Posted - 2009.05.20 12:54:00 -
[7]
Reminds me a bit of the Vector Based Navigation where you have a overlay to set a new vector to fly to instead of double clicking. -------- Ideas for: Mining
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Kaylan Jahlar
Minmatar Minmatar Industrial Limited
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Posted - 2009.05.20 18:50:00 -
[8]
Originally by: Sytoru Hiroshyma
Originally by: Kaylan Jahlar Edited by: Kaylan Jahlar on 19/05/2009 21:19:37 3. The sensitivity of the mouse would match the agility of the ship, meaning it will take more mouse movement to move a large ship that turns slowly than it would for a small interceptor for example. This is necessary to have a real-time feel.
The big problem here is that the speed of the turn is constant. Simply setting it so that the mouse sensitivity is lower if you have lower agility won't cut it.
I'll give an example and just pull some numbers outta my ass. It takes a quarter screen of movement for a frigate to execute a 90 degree turn. It takes 2 screens of movement for a BS to execute a 90 degree turn. (Lower agility = lower mouse sensitivity = greater displacement of mouse for same in game effect) The problem is that I can do two screens of mouse movement very quickly so my BS turns more quickly than it should.
A better option would be simply to track lateral movement of the mouse and whilst this is occuring the ship performs a turn in the appropriate direction. But do you have an idea of the sort of timeframes that we are talking?
My least agile ship takes 37 seconds to align at best, I have a PVP battleship that takes 10.5 seconds to align at best. Is it really a good idea to require people to be constantly moving their mouse for that amount of time just to perform a 180 degree turn? If my least agile ship is travelling at full or even at 75% of maximum velocity then the align time is measured in minutes, not seconds. This solution may be suitable for rookie ships, pods, shuttles and frigates but move up a little and it starts to seem like a cumbersome way of doing things.
If you have to move the mouse 20 times across the screen so be it, that's my point. It'd be much more useful for frigates and fast ships though, especially when you want to move towards a target in a zig zag pattern...
I understand now however, how this could be a network performance problem... even though I thing when a ship is orbiting around another ship, the client is sending the same type of movement information that such a movement mechanic would. Unless what I see on my screen when I'm orbiting another ship is not what other players would see?
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