Can we get an FPS/Shooter aim mode?

Currently both Basic and Expert have their weird control scheme where you move the mouse cursor around to aim and the edge of the screen to look.

 

Why isn’t there a normal shooter control scheme?

 

Example:

Crosshair stays in the center at all times, moving the mouse just pans the camera around the ship.  Like the current controls, the ship still rotates to face where you point the crosshair (which is now locked to the center of the screen).  To shoot at an enemy just move the mouse to put them in the center of the screen like any other shooter.  Holding the Free Aim key in this mode prevents the ship from turning to face your targeted direction.

Because, here, we control turrets and ship follows rather than controll ship with fixed turrets forward.

with how the game is you will not be able to put enemy into the center of your screen, gameplay is to fast and dynamic

Because, here, we control turrets and ship follows rather than controll ship with fixed turrets forward.

Yes the game does have turrets.  What does that have to do with it?

You will not hit a single thing with such control

look up some replays from t5

I know what yer talking about and I would love it. X3

It’d be waaaaay better for me to aim like this.

You will not hit a single thing with such control

look up some replays from t5

I think you are confused.  

 

Accuracy within the normal forward facing firing ark should remain the same if not improve slightly, while accuracy outside of that ark should improve significantly.  This game has turrets, so it is possible to shoot at things not directly in front of your ship, the only problem is the control setup runs contrary to this.  If I needed to shoot something on the left side, I have to move the mouse all the way over to the left side of the screen before the camera starts moving.  This is very jarring since your view goes from little to no movement to sudden full movement with no ability to see what’s ahead of the crosshair.  This gets complicated when you need to target something to the right side of your view next.  You have to drag the mouse all the way over to the other side of the screen just to  start panning the camera right.

 

With a fixed crosshair setup, moving the mouse would immediately move the camera to the left and have no jarring or sudden changes to the view camera.  You would also have half a screen to see what is coming up on your left side view to allow you to easily line up with the target.  Should you need to shoot something on the right, moving the mouse to the right immediately starts  panning the camera to target the enemy.  This is how a normal shooter functions.  

 If you still don’t get it, it’s the way the Disintegrator functions.  The only difference is your are doing it in third person and the ship turns to face where you point like normal.

 

 

There are a lot of instances in videos where someone passes by an enemy in close proximity and has a second or two of… I’m not sure what, disorientation?  confusion? while try try to line up with the target again.  It sometimes only lasts a second but it seems really unnecessary.  I thought it was just me but it looks like most people have this problem after trying to find videos on it.  I think a lot of that comes from having to pan the view with the side of the screen not knowing what’s ahead and then trying to bring the cursor back to track the target.   This would be much less if not completely eliminated in a fixed crosshair aim setup.

Current type of setup create artifical smoothness diring intense dogfighting, where you still correlate your position vs enemy vs objects around you. If cursor to be simply tieght down to a center of the screen, with angular speeds and displacments of ships and sensativity levels of the mouse would create one hell of a terrible expirience to any pilot

Current type of setup create artifical smoothness diring intense dogfighting, where you still correlate your position vs enemy vs objects around you. If cursor to be simply tieght down to a center of the screen, with angular speeds and displacments of ships and sensativity levels of the mouse would create one hell of a terrible expirience to any pilot

 

:008j:   :006j:

Current type of setup create artifical smoothness diring intense dogfighting, where you still correlate your position vs enemy vs objects around you. If cursor to be simply tieght down to a center of the screen, with angular speeds and displacments of ships and sensativity levels of the mouse would create one hell of a terrible expirience to any pilot

 

Exactly. If you were to try any game with a similar combat style to Star Conflict, the controls would be very similar.

You need to remember, this is not a flight simulator, where weapons are fixed, so keeping the camera aligned with where you are looking is much harder since turrets can be facing different directions than the ship, unlike a flight sim where both face the same direction.

 

3rd person space games such as this are designed this way so that they have smoothness and flexibility. Without these aspects, pilots would suffer greatly as the experience would suck (like Kost stated). 

Current type of setup create artifical smoothness diring intense dogfighting, where you still correlate your position vs enemy vs objects around you. If cursor to be simply tieght down to a center of the screen, with angular speeds and displacments of ships and sensativity levels of the mouse would create one hell of a terrible expirience to any pilot

 

Exactly. If you were to try any game with a similar combat style to Star Conflict, the controls would be very similar.

You need to remember, this is not a flight simulator, where weapons are fixed, so keeping the camera aligned with where you are looking is much harder since turrets can be facing different directions than the ship, unlike a flight sim where both face the same direction.

 

3rd person space games such as this are designed this way so that they have smoothness and flexibility. Without these aspects, pilots would suffer greatly as the experience would suck (like Kost stated). 

 

Now I’m confused.  You are both saying the exact opposite of what claim to be stating which doesn’t make any sense at all.

 

 

You are correct, the game is not a simulator.  The control system should be more intuitive and easy to use and not be simulating dog fighting and artificial smoothness / acceleration.  All starships have turrets, there is no reason for them to not be able to fire with higher accuracy on the enemy at nearly all times.  I still have no clue what you are trying to contradict yourselves with.

 

 

The current system to maintain lock on a target outside of the forward firing arc is a combination of your crosshairs distance from the center of the screen with the speed and acceleration of the enemy where the enemy is on the screen.  Another variable is added once the crosshair hits the edge and causes a camera pan, which changes the position of the enemy on your screen.  So you have 3 variables in order to aim.  The current system is not smooth or flexible at all.  In my opinion it’s rather disjointed and does not suit this style of craft control.  It might work for you, but for me it’s pretty mediocre and not ideal for tracking targets in 3 dimensional space.

 

The proposed 3rd system to put in next to “Basic” and “Expert” is just point the camera at the enemy and hold mouse 1.  That’s it.  No dynamic variable aim, aim acceleration or wackiness with moving the mouse to the edges of the screen just to pan the camera around with the crosshair in the middle to maintain lock on an enemy, just point and shoot.  If the enemy speeds up, move the mouse faster, if the slow down, move the mouse slower and continue to track the enemy.  Your only limits is your ship might turn slower than you can look so not all turrets will always be able to fire on the enemy and some guns might even turn slower (if that ever comes back).  It’s incredibly simple.  Also, the further you move the camera off from the center of where the ship is facing, the faster the ship will turn, just like in the current game.

 

 

Then close range combat and dogfighting will be about actually fighting the enemy and who can aim, not fighting with the camera and control systems just trying to shoot at them or who has mastered the unintuitive control system for an advantage.  Yes they can be mastered to some degree but it’s completely unnecessary.  This isn’t a flight simulator, is a semi-arcadey PC space combat.  Let’s just shoot stuff.

Yes I know what you mean and it would be good for aiming. Although it would make my ships wobble more :slight_smile:

Current type of setup create artifical smoothness diring intense dogfighting, where you still correlate your position vs enemy vs objects around you. If cursor to be simply tieght down to a center of the screen, with angular speeds and displacments of ships and sensativity levels of the mouse would create one hell of a terrible expirience to any pilot

You did not understand what klypto sayed; theres no increase or decrease in camera move speed (like in any FPS: thats only up to your mouse sensivity) and turrets have no slow down (thats very evident when using free aim) so this mode would work perfectly for aiming and other players wouldnt notice this difference (as klypto sayed, ship has its rotation speed limited and guns fire according to it, in free aim you move your camera as fast as you want and if you let it go, your ship will follow your aiming direction while you still fire and can even change where you aim).

 

BTW, if you meant for weapon convergence, it is always automatic to point all guns on the object you are aiming (wich would not make any difference between the actual and this aiming mode)…unfortunatelly when you have high ping, weapon convergence gets fucked up really bad in some situations wich makes you miss in ridiculous situations (as weapons converging much closer of an object like a big cargo ship wich makes shots do a X hitting only space)

 

You are correct, the game is not a simulator.  The control system should be more intuitive and easy to use and not be simulating dog fighting and artificial smoothness / acceleration.  All starships have turrets, there is no reason for them to not be able to fire with higher accuracy on the enemy at nearly all times.  I still have no clue what you are trying to contradict yourselves with.

 

 

The current system to maintain lock on a target outside of the forward firing arc is a combination of your crosshairs distance from the center of the screen with the speed and acceleration of the enemy where the enemy is on the screen.  Another variable is added once the crosshair hits the edge and causes a camera pan, which changes the position of the enemy on your screen.  So you have 3 variables in order to aim.  The current system is not smooth or flexible at all.  In my opinion it’s rather disjointed and does not suit this style of craft control.  It might work for you, but for me it’s pretty mediocre and not ideal for tracking targets in 3 dimensional space.

 

The proposed 3rd system to put in next to “Basic” and “Expert” is just point the camera at the enemy and hold mouse 1.  That’s it.  No dynamic variable aim, aim acceleration or wackiness with moving the mouse to the edges of the screen just to pan the camera around with the crosshair in the middle to maintain lock on an enemy, just point and shoot.  If the enemy speeds up, move the mouse faster, if the slow down, move the mouse slower and continue to track the enemy.  Your only limits is your ship might turn slower than you can look so not all turrets will always be able to fire on the enemy and some guns might even turn slower (if that ever comes back).  It’s incredibly simple.  Also, the further you move the camera off from the center of where the ship is facing, the faster the ship will turn, just like in the current game.

 

 

Then close range combat and dogfighting will be about actually fighting the enemy and who can aim, not fighting with the camera and control systems just trying to shoot at them or who has mastered the unintuitive control system for an advantage.  Yes they can be mastered to some degree but it’s completely unnecessary.  This isn’t a flight simulator, is a semi-arcadey PC space combat.  Let’s just shoot stuff.

Totally agree with you there, when i started playing this game (and still up to nowadays) i found this aiming mode to be less accurate than normal FPS, since you have a camera acceleration/deceleration as you say, wich helps when shooting ships in steady trayectory, but makes harder to hit a ship making random evasive manoeuvres (that is why i use free aim in those situations because i have a much steadier and precise aim, but it prevents camera paning, so i can only shoot what i see in the center of my screen; activating and deactivating free aim is a total failure).

I believe this could be implemented as another mode of aiming (just like free aim, keybinded to toggle on/off) wich would focus a lot more presicion over movement (better for frigates and mid-long range fighters, worse for interceptors and fast movers), where the ship follows your pointer (always in the center of the screen), without any acceleration or deceleration when panning the camera.

Many thumbs up for this idea! i thought a little about it…i didnt mind much the thing of the corner thing, but this idea would help loosing enemy from sight less often.

About wobble, i dont think this would make any change to it…it will always exist and we are hopeless to get it fixed…

copy from this topic: [http://forum.star-conflict.com/index.php?/topic/27565-is-there-a-way-to-lock-the-target-reticule-to-the-center-of-the-screen/#entry327439](< base_url >/index.php?/topic/27565-is-there-a-way-to-lock-the-target-reticule-to-the-center-of-the-screen/#entry327439)

“Thumbs up. As i mentioned in the other topic ([http://forum.star-conflict.com/index.php?/topic/27572-can-we-get-an-fpsshooter-aim-mode/.](< base_url >/index.php?/topic/27572-can-we-get-an-fpsshooter-aim-mode/.) Its basically the same), this should be a toggle on/off mode because the main difference with this and the actual aiming mode (besides from acceleration/deceleration) is that for constant camera moving you would have to move the mouse over and over and you would not get a steady orbit over some ship/object (thats why i sayed it sucked for fast movers…any way you dont get a steady orbit with high ping so what ever for me). However this mode priviledges a much more precise aim; since its steadier it allows greater accuracy: just perfect for frigates and mid-long range ships…just think about desintegrator mode: gets really easy to aim ships.”

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here’s an “FPS” mode of the black dragon.

seems perfect for a cockpit view.

You did not understand what klypto sayed; theres no increase or decrease in camera move speed (like in any FPS: thats only up to your mouse sensivity) and turrets have no slow down (thats very evident when using free aim) so this mode would work perfectly for aiming and other players wouldnt notice this difference (as klypto sayed, ship has its rotation speed limited and guns fire according to it, in free aim you move your camera as fast as you want and if you let it go, your ship will follow your aiming direction while you still fire and can even change where you aim).

No, i got what he is saying, point is you rmouse is CONSTANTLY moving so what you will see is enormous blur all around you, while as it is now you can some what freely move your mouse on the screen while camera gradually adjusts depending on how you move your cursor, giving you time to have these moments where you can easily align your angle of view with surroundings, if camera to be locked in a center and your mouse movements will move camera around like in any FPS, any ship with somewhat average-above average rotation would get lost and lose any sense of direction, which is extremely important for a success. It works in FPS because it has 2d surface under your feet, you mostly move in strafing with free aiming in any direction this is not how it works in SC, maybe for couple mid range strafe builds that is close, but overall it is not.

There are no games as fast currently on the market to compare it too, even strike vector, the closest one has similar control as we do here, but even then, SV doesn’t come close to what our ships are capable off here.

If this is like the 3rd person view for planes in arcade WT, frankly, it seems kinda bad.

Even in a slower dogfighter, the camera is mildly similar to the camera handling in star conflict, only it’s more stiff to the rear of the plane.

You also cannot get the plane reversed unless it is thrown into a hard spin or a very fast flip.

No, i got what he is saying, point is you rmouse is CONSTANTLY moving so what you will see is enormous blur all around you, while as it is now you can some what freely move your mouse on the screen while camera gradually adjusts depending on how you move your cursor, giving you time to have these moments where you can easily align your angle of view with surroundings, if camera to be locked in a center and your mouse movements will move camera around like in any FPS, any ship with somewhat average-above average rotation would get lost and lose any sense of direction, which is extremely important for a success. It works in FPS because it has 2d surface under your feet, you mostly move in strafing with free aiming in any direction this is not how it works in SC, maybe for couple mid range strafe builds that is close, but overall it is not.

There are no games as fast currently on the market to compare it too, even strike vector, the closest one has similar control as we do here, but even then, SV doesn’t come close to what our ships are capable off here.

Get into free aim mode, move your mose till camera starts moving, then keep moving the mouse: thats the feel you will have, feeling dizzy with it? desintegrator mode gets makes you see all blurry? No. I dont have any problem at all with that unless i put sensivity at maximum and slide my mouse over the entire table as fast as i can xD.

You got your point with fast ships with a lot of turn, i got that into account: make this a toggle option to turn ON and OFF (please read my latest comment in here, explains this). LRF moves a lot when sniping? no, instead they need presicion wich is not fully taken into advantage in this mode.

If this is like the 3rd person view for planes in arcade WT, frankly, it seems kinda bad.

Even in a slower dogfighter, the camera is mildly similar to the camera handling in star conflict, only it’s more stiff to the rear of the plane.

You also cannot get the plane reversed unless it is thrown into a hard spin or a very fast flip.

its just free aim with some modifications that allows you to pan the camera and shoot much easily and also move your ship over some direction (none of that can be succesfully done in free aim).

Yes I know what you mean and it would be good for aiming. Although it would make my ships wobble more :slight_smile:

Ask them to patch their lag interpolation, ships shouldn’t wobble to that degree… continously

 

 

 

 

 

 

here’s an “FPS” mode of the black dragon.

seems perfect for a cockpit view.

 

That would be downright awful.  3rd person view will always win over 1st person in this game.  When I say FPS / Shooter I mean lock the crosshair in the center of the screen like a shooter game, not literally play the game in first person.

 

 

No, i got what he is saying, point is you rmouse is CONSTANTLY moving so what you will see is enormous blur all around you, while as it is now you can some what freely move your mouse on the screen while camera gradually adjusts depending on how you move your cursor, giving you time to have these moments where you can easily align your angle of view with surroundings, if camera to be locked in a center and your mouse movements will move camera around like in any FPS, any ship with somewhat average-above average rotation would get lost and lose any sense of direction, which is extremely important for a success. It works in FPS because it has 2d surface under your feet, you mostly move in strafing with free aiming in any direction this is not how it works in SC, maybe for couple mid range strafe builds that is close, but overall it is not.

There are no games as fast currently on the market to compare it too, even strike vector, the closest one has similar control as we do here, but even then, SV doesn’t come close to what our ships are capable off here.

Yeah, sorry, no my frigate isn’t going to be doing 180’s in a fraction of a second.  Not sure where the “enormousness blur” comes from unless someone easily gets motion sickness.  If the pilot doesn’t want the ship to turn when looking somewhere, they should press and hold the free aim key.

 

I still don’t understand what the issue is with the control system as it should be much easier and less disorienting to control a ship at high speed, but if it doesn’t work for you, don’t use it.

 

Frankly my experience is the exact opposite right now.  The higher the rotation speed of the ship the harder it is to control with the current system with having to constantly pan the camera around just to see the target which prevents me from keeping the crosshair on them.  I would prefer to constantly & consistently move the mouse to be in control and keep my sight stead on the target than this weird system.

Like any good suggestion that you guys are too idiotic to understand: just make it a non-required option ,(like the op said,) and be done with it. If you don’t want to use it, don’t!!!

Nota: If you are seeing enormous blur when moving, get a new graphics card/monitor and crank up the settings. I promise that you are the only one experiencing this problem. ^^