With the comments about controls, I think we pretty much agree that a good, customizable system is needed. I also think that FSO's current remapping system is ok, as it allows you to customize every little detail, but I also think its difficult to navigate and associate the remapping to the controller that you currently have plugged in.
That's why I had suggested using something like this:
(http://www.dansdata.com/images/nostromo/loadoutfull.gif)
The control the player is currently configuring is clearly visible, along with all of the remapable controls. A roll-out menu that either drops down or slides off to the side could be used to organize the numerous controls. Additionally, when a certain controls group is selected (e.g. weapon controls), then all currently mapped controls are highlighted on the graphic.
A bit more on-topic: I think that if we can make the controls as painless as possible to players both new and old, then support for a kickstart would be more attractive... at least that's what I think at the moment. :nervous:
With the comments about controls, I think we pretty much agree that a good, customizable system is needed. I also think that FSO's current remapping system is ok, as it allows you to customize every little detail, but I also think its difficult to navigate and associate the remapping to the controller that you currently have plugged in.
That's why I had suggested using something like this:
(http://www.dansdata.com/images/nostromo/loadoutfull.gif)
The control the player is currently configuring is clearly visible, along with all of the remapable controls. A roll-out menu that either drops down or slides off to the side could be used to organize the numerous controls. Additionally, when a certain controls group is selected (e.g. weapon controls), then all currently mapped controls are highlighted on the graphic.
A bit more on-topic: I think that if we can make the controls as painless as possible to players both new and old, then support for a kickstart would be more attractive... at least that's what I think at the moment. :nervous:
That's still too complex. Relatively few people own joysticks and they're already "initiated". That begs the question--how could you setup an easier control method? Programming in upgrades is something else entirely. Is it possible to do a virtual mouse joystick? My thought on that is to effectively draw a series of circles, each of which is a different turning speed. It means that someone with a desk mouse or a laptop with a nub could easily control the game--not having to move their mouse endlessly to keep turning in a direction.