Ok so as always, I understand Starmade is an alpha game. Things have yet to be refined to the point where they need to be to make the game truly enjoyable and intuitive. Not to say it hasn't come a long way, but there's always room for improvements, that's why we have these forums, yeah? So if I see a problem with how the game works now I will not hesitate to bring it up. And right now, I see a very, VERY big problem with one of the most critical elements in any space-flight game - the control scheme.
A lot of people are stick jockeys, myself included - they wanna get into the cockpit of a starfighter and go flying around the asteroid fields like friggin Tom Cruise in a Variable Fighter a la Macross. Unfortunately, even though we have rudimentary joystick support, the fact remains is that the game treats the joystick like a mouse - you move the cursor which in turn moves the ship, but that is neither realistic nor accurate.
So a short list of changes that need to happen for joysticks to become a viable control interface with which to play the game:
1: Change the way forward-facing weapons aim. I believe this has already been covered in another post, but basically using the mouse cursor to aim precisely is something that only works in mouse flight mode, and so we need to have a better alternative for joystick use.
2: Make it to where joystick and mouse can be used interchangeably. Basically, even those who use joysticks to fly will probably want mouse control for walking around as an astronaut. It's easier and more intuitive than trying to control both with the stick. I'm personally for having the game have two completely separate control schemes, each with their own input device(s) and button and axis settings.
3: Make joystick control 100% customizable. Seriously, this will make or break a game for me. For some reasons a lot of space games will use X (joystick L/R) as the yaw axis and Z (joystick twist/rudder pedals) as the roll axis. This makes no. goddamn. sense. When you fly a plane, you tilt left/right on the joystick or turn left/right on the yoke to bank, and use your rudder to control the yaw. That's how it has been ever since the days of the Red Baron in World War I, and that's the way it should be, and any space flight game that mixes those up will catch an earful from me, ESPECIALLY if I have to resort to modding my joystick driver or the game itself to change it. So firstly, don't fall for that trap. Secondly, allow customization so that people can come up with their own control scheme that works for them. Make the default settings intuitive and make the control settings GUI clear and user friendly. Also make sure that there are plenty of configurable axis to assign controls to and that each axis has their own configurable sensitivity and dead-zone settings.
Also, when it comes to cameras, the controls should be the same no matter which direction you are looking out of; however, what axis does what should be relative to the direction you are facing and not the ship's direction. This would make it much easier to precisely control your ship's movement while looking out of, say, a camera just above your docking port in order to line it up with the station's docking ring. This will become even more crucial once we do away with rail docking beams and institute the magnetic docking rule, since we will need to be able to line up close to where we want to dock to. Remember the scene in Interstellar where they had to dock the Ranger spacecraft to the ring-shaped deep space explorer ship while it was spinning out of control? Remember they had to fly under it, match its spin, then maneuver precisely enough for the docking arm to enter the Ranger's docking port? I want THAT level of control for ships in Starmade.
A lot of people are stick jockeys, myself included - they wanna get into the cockpit of a starfighter and go flying around the asteroid fields like friggin Tom Cruise in a Variable Fighter a la Macross. Unfortunately, even though we have rudimentary joystick support, the fact remains is that the game treats the joystick like a mouse - you move the cursor which in turn moves the ship, but that is neither realistic nor accurate.
So a short list of changes that need to happen for joysticks to become a viable control interface with which to play the game:
1: Change the way forward-facing weapons aim. I believe this has already been covered in another post, but basically using the mouse cursor to aim precisely is something that only works in mouse flight mode, and so we need to have a better alternative for joystick use.
2: Make it to where joystick and mouse can be used interchangeably. Basically, even those who use joysticks to fly will probably want mouse control for walking around as an astronaut. It's easier and more intuitive than trying to control both with the stick. I'm personally for having the game have two completely separate control schemes, each with their own input device(s) and button and axis settings.
3: Make joystick control 100% customizable. Seriously, this will make or break a game for me. For some reasons a lot of space games will use X (joystick L/R) as the yaw axis and Z (joystick twist/rudder pedals) as the roll axis. This makes no. goddamn. sense. When you fly a plane, you tilt left/right on the joystick or turn left/right on the yoke to bank, and use your rudder to control the yaw. That's how it has been ever since the days of the Red Baron in World War I, and that's the way it should be, and any space flight game that mixes those up will catch an earful from me, ESPECIALLY if I have to resort to modding my joystick driver or the game itself to change it. So firstly, don't fall for that trap. Secondly, allow customization so that people can come up with their own control scheme that works for them. Make the default settings intuitive and make the control settings GUI clear and user friendly. Also make sure that there are plenty of configurable axis to assign controls to and that each axis has their own configurable sensitivity and dead-zone settings.
Also, when it comes to cameras, the controls should be the same no matter which direction you are looking out of; however, what axis does what should be relative to the direction you are facing and not the ship's direction. This would make it much easier to precisely control your ship's movement while looking out of, say, a camera just above your docking port in order to line it up with the station's docking ring. This will become even more crucial once we do away with rail docking beams and institute the magnetic docking rule, since we will need to be able to line up close to where we want to dock to. Remember the scene in Interstellar where they had to dock the Ranger spacecraft to the ring-shaped deep space explorer ship while it was spinning out of control? Remember they had to fly under it, match its spin, then maneuver precisely enough for the docking arm to enter the Ranger's docking port? I want THAT level of control for ships in Starmade.