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Innovative Control Scheme...or not? (Not a joystick thread,

This is a free discussion forum on Freelancer. This is the place to discuss Freelancer issues NOT covered by the other boards!

c^2

Post Sat Feb 22, 2003 10:29 pm

Innovative Control Scheme...or not? (Not a joystick thread,

I've read several previews now that speak of FL's mouse based control scheme as new and innovative, but...

Does anyone remember Interplay's old TOS based Star Trek games? (25th Anniversary, Judgment Rites, and The Secret of Vulcan Fury, had it been released)

Well, when you we're "flying" the Enterprise in those games, there was a crosshair up on the viewscreen which you moved with your mouse. The farther the crosshair was from the center of the screen, the faster the Enterprise turned in that direction. Also, when you fired your weapons, they would go wherever the crosshairs pointed...and you used the mouse buttons to fire. (left button for phasers, right for photon torpedoes)

It may be me, but from what I've read about FL's control scheme, it sounds *very* similar to that. I'm not knocking it, because it's very intuitive and "natural", but the previews that speak of how "innovative" it is may just be a little off in their choice of words. Unless they're including the Nerual Net in that, of course. That's something I haven't seen before.

Post Sat Feb 22, 2003 10:39 pm

It's innovative in that the cross hairs act as a virtual "hand".

Post Sun Feb 23, 2003 8:29 am

I have been playing the Demo and the controle isn't exactly like that

When you hit spacebar and change it to mouse flight then it acts as you described (great for dog fights)

But most of the time you are flying on autopilot and using the mouse for things like ploting courses on your nav map, looking at the neuronet and other such things



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You can pick your friends, and you can pick your nose, but you can't pick your friends nose.


Edited by - StarShock on 23-02-2003 08:29:24

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