Re-thinking the control scheme

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • baden
    Rookie
    • Jul 2002
    • 169

    #1

    Re-thinking the control scheme

    I may be reaching on this idea but here goes...

    For the Xbox in particular,

    What if you changed the movement of your player from the analog left thumb stick...to the right trigger. You could then increase or decrease the speed of the player by the amount of pressure you put on the trigger. For example, holding it in completely would cause the player to sprint and fatigue faster, applying only a little pressure the player would fast walk, and more pressure to run, but not full on sprint until held down.

    The right trigger would be great in third person as the movement button. Imagine a sweep play as a running back...you need to be patient and just use little pressure on the trigger till you see a hole...and bam! Fully engage the trigger and move the left thumb stick to point you in the direction of the hole. It would be more satisfying to hit the hole at the right time and making a good gain on the ground. Using the left trigger could be used then for lowering your head, and the right thumb stick would be the juke left or right, dive if pressed up, and reverse pivot by pressing down.

    Reverse pivot would be an awesome feature if they could get the animation to look right. This is where you are running to one side of the field and it is cut off by the oncoming defense. You press down on the right thumb stick and stop suddenly, shift your weight, and start in the other direction. This would need to be tied into the agility rating to take into account the speed at which a player could perform this maneuver, but I think it would make punt returns a little more fun. Anyway, just some thoughts...
  • Fetter21
    F**tb*ll F*n*t*c
    • Jul 2002
    • 3403

    #2
    Re: Re-thinking the control scheme

    I'd hate to have to hold down the right trigger the whole game. Maybe they could make up a special set of buttons for you, but I never have a problem putting light pressure on the analog stick if I wanna go slow.
    Twitter:@Fetter21
    PS4:Feter21

    Comment

    • Fetter21
      F**tb*ll F*n*t*c
      • Jul 2002
      • 3403

      #3
      Re: Re-thinking the control scheme

      I'd hate to have to hold down the right trigger the whole game. Maybe they could make up a special set of buttons for you, but I never have a problem putting light pressure on the analog stick if I wanna go slow.
      Twitter:@Fetter21
      PS4:Feter21

      Comment

      • Fetter21
        F**tb*ll F*n*t*c
        • Jul 2002
        • 3403

        #4
        Re: Re-thinking the control scheme

        I'd hate to have to hold down the right trigger the whole game. Maybe they could make up a special set of buttons for you, but I never have a problem putting light pressure on the analog stick if I wanna go slow.
        Twitter:@Fetter21
        PS4:Feter21

        Comment

        • dbeth
          MVP
          • Aug 2002
          • 2304

          #5
          Re: Re-thinking the control scheme

          analog stick = analog trigger

          Now you've just taken one function that was doing fine with control and split it up over two controls. That's the point of the analog function...varying degrees of "pressure". Right now, you can just barely move the stick and walk, and then slam on the stick and burst through the hole.

          Sorry, maybe I'm missing something, but I just don't understand the point.
          XBox Gamertag: djbeth77
          Switch ID: 3001-8923-7817


          Go Badgers!

          Comment

          • dbeth
            MVP
            • Aug 2002
            • 2304

            #6
            Re: Re-thinking the control scheme

            analog stick = analog trigger

            Now you've just taken one function that was doing fine with control and split it up over two controls. That's the point of the analog function...varying degrees of "pressure". Right now, you can just barely move the stick and walk, and then slam on the stick and burst through the hole.

            Sorry, maybe I'm missing something, but I just don't understand the point.
            XBox Gamertag: djbeth77
            Switch ID: 3001-8923-7817


            Go Badgers!

            Comment

            • dbeth
              MVP
              • Aug 2002
              • 2304

              #7
              Re: Re-thinking the control scheme

              analog stick = analog trigger

              Now you've just taken one function that was doing fine with control and split it up over two controls. That's the point of the analog function...varying degrees of "pressure". Right now, you can just barely move the stick and walk, and then slam on the stick and burst through the hole.

              Sorry, maybe I'm missing something, but I just don't understand the point.
              XBox Gamertag: djbeth77
              Switch ID: 3001-8923-7817


              Go Badgers!

              Comment

              • Bondra12
                Rookie
                • Sep 2003
                • 466

                #8
                Re: Re-thinking the control scheme

                </font><blockquote><font class="small">Quote:</font><hr />
                dbeth said:
                analog stick = analog trigger

                Now you've just taken one function that was doing fine with control and split it up over two controls. That's the point of the analog function...varying degrees of "pressure". Right now, you can just barely move the stick and walk, and then slam on the stick and burst through the hole.

                Sorry, maybe I'm missing something, but I just don't understand the point.

                <hr /></blockquote><font class="post">

                I don't either

                Comment

                • Bondra12
                  Rookie
                  • Sep 2003
                  • 466

                  #9
                  Re: Re-thinking the control scheme

                  </font><blockquote><font class="small">Quote:</font><hr />
                  dbeth said:
                  analog stick = analog trigger

                  Now you've just taken one function that was doing fine with control and split it up over two controls. That's the point of the analog function...varying degrees of "pressure". Right now, you can just barely move the stick and walk, and then slam on the stick and burst through the hole.

                  Sorry, maybe I'm missing something, but I just don't understand the point.

                  <hr /></blockquote><font class="post">

                  I don't either

                  Comment

                  • Bondra12
                    Rookie
                    • Sep 2003
                    • 466

                    #10
                    Re: Re-thinking the control scheme

                    </font><blockquote><font class="small">Quote:</font><hr />
                    dbeth said:
                    analog stick = analog trigger

                    Now you've just taken one function that was doing fine with control and split it up over two controls. That's the point of the analog function...varying degrees of "pressure". Right now, you can just barely move the stick and walk, and then slam on the stick and burst through the hole.

                    Sorry, maybe I'm missing something, but I just don't understand the point.

                    <hr /></blockquote><font class="post">

                    I don't either

                    Comment

                    • baden
                      Rookie
                      • Jul 2002
                      • 169

                      #11
                      Re: Re-thinking the control scheme

                      I see everyone's point on splitting up one function to two different ones. Just thought it would add another wrinkle to movement for everyone to master.

                      What does everything think about the reverse pivot idea? I am sure there would need to be more momentum in the game for it to work well, not to mention more degrees of movement other than just eight angles.

                      Comment

                      • baden
                        Rookie
                        • Jul 2002
                        • 169

                        #12
                        Re: Re-thinking the control scheme

                        I see everyone's point on splitting up one function to two different ones. Just thought it would add another wrinkle to movement for everyone to master.

                        What does everything think about the reverse pivot idea? I am sure there would need to be more momentum in the game for it to work well, not to mention more degrees of movement other than just eight angles.

                        Comment

                        • baden
                          Rookie
                          • Jul 2002
                          • 169

                          #13
                          Re: Re-thinking the control scheme

                          I see everyone's point on splitting up one function to two different ones. Just thought it would add another wrinkle to movement for everyone to master.

                          What does everything think about the reverse pivot idea? I am sure there would need to be more momentum in the game for it to work well, not to mention more degrees of movement other than just eight angles.

                          Comment

                          • SportsK1NG
                            Banned
                            • Apr 2004
                            • 778

                            #14
                            Re: Re-thinking the control scheme

                            But then what are you going to do for juking/stiff arms.. you might as well leave the controls like it is and changed it from the tap for speed burst to the hold to get into a sprint. It makes it more realistic because when you are sprinting you don't have the same mobility as when you aren't. So you lay off the turbo while your making your moves and then burst open through the hole or when you are in the open field.

                            Comment

                            • SportsK1NG
                              Banned
                              • Apr 2004
                              • 778

                              #15
                              Re: Re-thinking the control scheme

                              But then what are you going to do for juking/stiff arms.. you might as well leave the controls like it is and changed it from the tap for speed burst to the hold to get into a sprint. It makes it more realistic because when you are sprinting you don't have the same mobility as when you aren't. So you lay off the turbo while your making your moves and then burst open through the hole or when you are in the open field.

                              Comment

                              Working...