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### #14Facehat  Members   -  Reputation: 696

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Posted 04 December 1999 - 04:10 AM

Here's my opinion on why the control scheme Guru101 mentioned wouldn't work:

First person shooters are basically games of reflex, instict, and thinking quickly. The current Quake-like control scheme found in many games is good in that it doesn't get in your way -- yet it still allows nice control where your aiming and moving. (BTW, the quake-like control scheme i'm talking about is the one where you use the mouse to look around and the AWSD keys to move forward/backwards and strafe left/right). Anyway, the problem with the control scheme Guru101 mentioned is that it doesn't give you a lot more control, and it's much more difficult to use. Besides that, it basically dictates that you have to stand still while aiming since it's so hard to shoot something while moving in that control scheme.

That's not to say that I think it doesn't have a place in some games. It wouldn't work well in an action game, but in something where you wanted more realism and with a bit less action that control scheme might work very well.

Just my 2 cents

--TheGoop

### #15 Anonymous Poster_Anonymous Poster_*   Guests   -  Reputation:

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Posted 21 December 1999 - 10:56 AM

A game called Recoil uses this method of aiming,And it still allows you to navigate with the mouse. When you get near the edge of the screen the tank turns. It works supprisingly well.
You should still be able to download a demo of it at ZDNET.

### #16jtecin  Members   -  Reputation: 122

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Posted 21 December 1999 - 04:52 PM

Wait a sec, if you're just referring to mouse for firing and aiming and keys as navigation, then Rainbow 6 and Half-life are both like that. I didn't read all the previous posts so I don't know if we're still talking about this, but I am just answering the top post.

### #17GalaxyD  Members   -  Reputation: 122

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Posted 23 December 1999 - 03:22 PM

I think two really good examples to look at are Battlezone and Trespasser. Both of these used the mouse to look around and aim your weapon, but the WASD keys to actually move your character. I've always liked the idea of switching between modes, like pressing a key to go in and out of attack mode. That way, if you wanted to stand and aim (and maybe use some special ability of your weapon) you could, or you could just shoot from the hip while running.

Good luck!

### #18 Anonymous Poster_Anonymous Poster_*   Guests   -  Reputation:

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Posted 28 December 1999 - 05:19 PM

Hi,

There's a game called Abuse which used a system that you speak of, although it was 2D.

However, thinking about the turning problem, my keys would be

WASD for movement
Mouse moves a crosshair, but if the crosshair moves too far left or right, then the player turns. (you could also have q and e for quickmove, or a 180 degree spin button, etc, etc).

Personally, I feel this would only work in a 3rd person view like Tomb Raider. Then if you used the lock on feature discussed above, you could see that your character is actually twisting their torso all the time to look at the target, but would still walk forwards, not towards the target.

Anyway, that's all for the moment...

### #19 Anonymous Poster_Anonymous Poster_*   Guests   -  Reputation:

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Posted 28 December 1999 - 05:21 PM

ps.

there's also a nintendo 64 game called Jet Force Gemini which uses the switching you were talking about, and the crosshair aiming.

Basically I think it is what you're after. Check it out

### #20 Anonymous Poster_Anonymous Poster_*   Guests   -  Reputation:

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Posted 28 December 1999 - 08:01 PM

If you are going to do this the make the mouse for steering as well and make the default movement keys w for forward s for backward and a and d for straffing. This is the set up in half life and everyone I know sets their controls to this in all of their action games so your on the right track.
Keep up the good work and all the best.
CoOlGuY

P.S JMHO

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