Many ideas in one post

Started by Asshole, November 22, 2012, 10:00:25 AM

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Asshole

So I reinstalled SCCT and I am once again playing after many many years. I noticed the control scheme is very primitive! There are many inconsistencies in the ways in which buttons work for the player in the game.


Buttons cannot be shared across merc and spy (in some functions). Please set up the game so that fewer buttons can be used for the same or analogous tasks across characters. Also allow for more than one key binding to a specific action. One for the keyboard and one for the mouse if desired for example (more customization). Also, If camnet is incorporated, it would be nice to have a button for going directly into it by pressing it, not to have to select it and go into it. Same for gas mask. Push a button and "bam" it's on. Not like "select first, then enable"... This would be analogous to the sticky cam button. You don't have to select it then press "v" to view through an already deployed cam; once deployed, you just press a button and go into it. Also allow for the same button to be pressed in order to disable the function (like with the visions). For example, pressing the "gas mask button" again will disable it. Also allow for ''v'' to exit spy cam, not just go into it (as it is in scct).  Also, Allow for three "Quick actions". That is, to be able to "throw to the feet" three different things (instead of just two, like in scct), by push of a button. So for example if I have flash, smoke and chaff, and sticky cam, I could now throw the three nade types to the feet if desired.

Also, the merc has the ability to choose an array of weapons (rifle, smg or shotgun), well maybe the spy could too, in a way, have a choice. Maybe the option of either carrying a shocker gun or not carrying it. The benefit of not carrying it perhaps being of having the ability to run a bit faster or more camo suit energy, trade off being, having to deploy stuff by throwing it (or placing it by hand).  Perhaps the spy with out the shocker gun can get a remote hacking device like the one we see in SCDA, but give it limitations like for example. Must hack in direct line of sight with the objective, there is a limited range and rate of hack is slowed down.


If nobody likes that fine. I don't care, the control customization is a must though. Having less complex controls that allow for more actions with less buttons will decrease the learning curve of the game by a lot and make it much more accessible without making it less complex "or commercial". One important example: Coop moves and hacking terminals are never located close enough to each other to the point were using the same button would cause any unwanted outcomes; therefore, just call the "shift" button "interact with environment" rather than "use", now every time the environment presents a situation where the spy (or merc can do something with it), just make the same button do it. No more need for a "coop" button. That is just one example, there are like ten things that can be improved in the same way. I will post once I remember. Also, the back pack is kind of dumb, I mean If you have it, it is ok for it to take up a slot, but why does the merc have to even have to select it in his HUD and  "use" it to re-stock his other items. I mean, if he has the damn backpack, he should just have more of each item and that's it! (You can still cap the number of deployed mines to three and all). The backpack doesn't even need to be equipped in SCCT in order to share the items with your partner, they just approach you and take them by pressing a button; then why do you have to equip the damn thing to get them yourself if they are on you already?!?!?!?! No fucking sense!!!! Just traces of a poorly thought-out control scheme by Ubi... Too many functional inconsistencies!!! It is not practical...


Say what you think...

NeoSuperior

I think a lot of things you said are good. One-button-for-gasmask, for example, is a good idea. But I am confused what you mean about the key binding. From what i heard, PS will splitt the controls even more, escpacially "SHIFT". People have been always complaining about having the "help mate up", "hit", "grab" and "interact with environment" actions on 1 single button. The thing with the coop button you mentioned seems quite irrelevant. I cannot ever remember this being a problem, instead its even better if that is splitt up. You cannot accidently give your mate your last sticky cam although he got 4, while you try coop-move.

However, I do support the POSSIBILITY to give personal key bindings for every single possible action, so that everyone can optimize his control to his own needs. And yes, this includes the option to have the same key binding for 2 actions, although personally I probably wouldn't use that all too much.
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frvge

We had a new control scheme coded which would allow for some really cool things, but I'm not sure if that's still in.
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Asshole

I would really like to be able to throw three nades at my feet as a spy, not just two. And the Camnet and gas mask button would be great. Maybe my examples were not too good, I forgot about the  "give" function, which would interfere with "coop" if same button is used. But I'm sure better examples will come up as I play the game again. I have been having trouble lately though. Once I am in the server list/creation area, the "search", "refresh", "create", "join" buttons are not highlighted/clickable. Then when it randomly becomes clickable and I select "create server" I get stuck in the  "joining" screen.... WTF ><

Cronky

#4
It seems like the "One Button" issue has been talked about before. It seems most of the issues you have here are based on the (as I see it) fact that CT/DA were more console focused. The PC port being an after-thought without much love put into it.

With Project Stealth being PC focused, it seems like the binding/control issue is a no brainer. The reason for all the combined buttons in CT/DA isn't because Ubisoft thought they were making well thought out PC control scheme, but because the Console controllers had limitations. Without building whole new pieces for PC, they had to keep within those limitations the best they could. That means:

-No Dual Binding
-One button menu navigation (Use/Disarm/Open/Attack/etc.)
-Multi-step gadget actions (Camnet/Sticky Cams/etc.)

All of which seem to be your issues with it, and all of which are console port related problems (at least in my head). Some of which can carry over to PC nicely, if given enough attention, but most seemingly untouched in the process of bringing it to PC.

The weapons idea you had has been talked about a bit too. The glove in particular. As far as it's been said in other threads, it's not planned for Beta. There is a lot of balance questions that come up when creating a new weapon. Not that it's impossible to balance, but, at least from a players perspective (not developer) it seems hard to imagine potential problems without even having some base gameplay to reference.

It's like trying to come up with Weapon ideas for TF2 without ever playing the game. While we can assume PS will play very similarly to CT/DA, we don't know. Perhaps the Spy will be faster by default then they are in CT/DA, or Camo will last longer, or sticky Cams will take longer to actually view, or Merc's guns will do more damage.

Lots of itty bitty questions like that come to mind with each potential addition that's made up that makes it impossible to judge whether it's a good or bad idea. Unless it's something simple or non-gameplay altering, like customizable eye visor colors, then it's all just going to be "interesting" till we have something to compare it to.
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
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