I'm not just talking for FPS games here, but even platforming games like Tomb Raider. Does it work? How could it work and would you use it?
I have no particular problem with the WASD movement method on the keyboard and I really like how with a keyboard you just have so many buttons to use at any one time, but you can only really walk in 8 directions (awkwardly) and there is no fine control, it's digital, not analogue movement.
Love the mouse, even with TPS and platformers, I love looking around in a third-person perspective with a mouse.
One idea I have been toying with is how to make circle strafing in FPS games easier, without resorting to something cheap an automated like a lock on feature. (I don't like auto-anything, it takes away decisions from the player, it means it will only ever be played the game's way, no emergent gameplay like aiming or doing something unexpected.)
Now a circle-strafe is hard to do while aiming precisely, even with a mouse, because you are constantly having to both turn the mouse to "curve your vector" around the target as well as the fine aiming. Ideally you want to have the movement controls keep you constantly pointing in the general direction of the enemy and the mouse is almost entirely for fine controls.
Now an Apache gunship does essentially the same thing, it spots the enemy and circles their position with the centre point right over the enemy position, so with the gunner looking inwards the target does not move relative to him, constantly centred he is free to make precise aiming movements. Pilot keeps the gunner's view centred and stays a moving target.
This principal could be applied depending on how most joystick have a third axis. X and Y are for the forward and back axis respectively but the Z axis is where the controller is twisted, this could do exactly the same as on a helicopter, it TURNS the point you are facing.
So say you want to circle some enemy with a minigun, pitch right on the joystick but then TWIST counter-clockwise so you put a steady constant turn on your point of aim. Get it right (you could with practice) and you could hold the joystick in one position and take your hand off the mouse and you will constantly circle the same point with the target in the centre.
Now not even gamepads can do that, they have analogue X and Y axis but it is IMPOSSIBLE for them to account for the twisting Z axis.
The "hat-button" that many joysticks have could also be really useful for lean/peek in games, though ideally that should be controlled by two analogue axis.
Move your mouse to face where you want to go, press forward.
Doesn't get finer than mouse aiming.
Edit: Also circle strafing should not be made easier, that's what makes it so impressive to see when someone can actually pull it off whilst being good at shooting things. Why must everything be easy? I like games that are actually hard and take skill, I have no problem with getting my ass handed to me by someone who is showing skill instead of using some in game cheap tactics.
Edit2: Took that as Strafe Jumping, circle strafing isn't impressive, it's simple as...
Is this the sort of thing you ment? [http://www.amazon.co.uk/gp/product/B001KJEKEW/ref=s9_simh_gw_p23_t1?pf_rd_m=A3P5ROKL5A1OLE&pf_rd_s=center-1&pf_rd_r=0EGGXCY2HHQNP1DPZAF9&pf_rd_t=101&pf_rd_p=467198433&pf_rd_i=468294]
If not then I don't know. Damn I'm getting that thing for my birthday... Going to be sweet.
Well happy birthday but I personally don't really see the appeal of that, it controls virtually identically to a regular keyboard. Maybe I'm missing the point but the main improvements seem to be subtle ergonomic improvements in shape and wrist support, call me a cheapskate but I'd just put a cushion under my wrist if needed.
See joystick is able to offer the walking/moving precision a gamepad's thumbstick does only to a greater degree as you have a longer angle and a more stable fulcrum point, it is easier to more precisely control direction of travel and extent, which could interpret walking/running speed.
My problem is finding an ambidextrous joystick that has enough buttons, the z-axis for twist and also I have to figure out how I would even implement that is a game like Team Fortress 2.
I had my birthday back in February and still my birthday gift has not arrived, a pivoting 1080p monitor. I love browsing using vertical 16:9, when I can I plug a mouse+KB into my laptop and prop it on its side, then rotate the output 90 degrees (in graphics settings). So handy with webpages that can often be really narrow, usually less than 800 pixels wide (very rarely more than 1024 pixels wide) yet all the information is spread up and down very far, though a 1080p screen could display almost a full forum page in only three "frames"
Move your mouse to face where you want to go, press forward.
Doesn't get finer than mouse aiming.
Edit: Also circle strafing should not be made easier, that's what makes it so impressive to see when someone can actually pull it off whilst being good at shooting things. Why must everything be easy? I like games that are actually hard and take skill, I have no problem with getting my ass handed to me by someone who is showing skill instead of using some in game cheap tactics.
Edit2: Took that as Strafe Jumping, circle strafing isn't impressive, it's simple as...
Well sometimes you need to move in a direction that isn't a multiple of 45-degrees from the direction you are facing. I come across this all the time when playing engineer in TF2, it takes precious time to manoeuvre to just the right position where your sentry won't be easily pelted by rockets yet you still have good field of fire.
And then of course as soon as you get in any sort of vehicle you wish you had some sort of analogue control over acceleration and steering. Not all vehicles are best controlled like Mario Kart.
Mouse has hugely compensated for WASD movement and even now it isn't a "problem" but it's just that PC gaming is so exceptional in almost every other area I feel this should be rectified. And Consoles are closing in with Wii and PS3 will soon have games like SOCOM 4 controlled with the PS-Move (not quite as good as mouse for aiming IMHO) in one hand and an analogue thumb-stick for movement in the other. We PC gamers have to up our game to stay competitive.
On your last point, of course good circle strafing isn't just that, jumping, doubling back, closing in and widening the circle depending on the situation.
And this isn't to make it 'easier' tin a bad sense, no worse than playing an FPS game with mouse rather than gamepad's thumbstick is "easier", it would actually be pretty darn complex having to deal with a z-axis as well, the point is this would add in new depth and complexity to the game. Another nice thing about something like this is you can still get around quite well like run to get ammo and escape while you give your mouse hand a rest, could even use your free hand on the keyboard to quickly type out a message.
That's another thing, in playing Team Fortress 2 I long for more effective use of text chat in the game as things just seem to go up and be gone, taking cues from certain social messaging boards or internet forums. So a typed message can be tagged and left like a post-it note like "2 sentries ahead" or "spy lurking here". I mean you could type anything and it could be sprayed on a wall or ground for only your friendly team to see.
Tags like "need more engineers" or "less snipers" would be useful but helpful stuff to like "tele goes 2 watchtower". Custom sprays are already widely used but you can only use one at a time from files you have uploaded before hand.
Another text-option could be your current message that any of your team-mates can view at any time like you state "Pyro seeking axe-tinguisher comrade" or simply "suck it, blue!".
I don't think we can rest on our laurels, we have to innovate and bring new capabilities to the PC platform if we want to remain competitive with the cheaper/easier/casual consoles.
I really think this kind of control scheme has a lot of potential to be realised.
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