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Sarge6754

The "Use" Key Debate

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PLEASE READ THE ENTIRE POST BEFORE REPLYING!

I posted this a little while ago on the Armed Assault forum, as I thought that it would be a minor fix that could be made to the game quickly before AA is released. Ondrej Spanel has told me that it will not be in AA, therefore, I would like to see it in the NGPG from BIS, what follows is my idea about a "Use" key replacing a menu, this is a rather long post but please read it all very carefully.

In the Next Gen PC Game (NGPG from here on), I'd like to see a function in the Controls menu which could be mapped to any key or mouse button the player wanted, just like "Walk" or "Duck". This key will aim to either replace OFP's drop-down menu, or be an alternative which the player can choose from.

HOW IT WORKS:

Let's say that the player has mapped the "Use Function" to the letter "F" on the keyboard... When the player holds down the "F" key, the in-game character will quickly holster any drawn weapons and hands will be extended. If the character moves in this mode, they will jog. The crosshair will still be displayed and will act as guidance for the character's hands. In this "Use" mode, the player can interact with their environment, vehicles, NPC's, ammo-boxes, houses, and corpses.

HOW TO INTERACT:

If the character is in "Use" mode, then they can interact with any interactive object that is within arms reach. If there happens to be an enemy NPC within arms reach of the character while he is in "Use" mode, then the player can attack the NPC with fists by aiming his hands at the enemy and clicking the "Fire" button. This will introduce Hand-To-Hand combat.

In addition to being able to attack with "Use" mode, the player will have a much easier time interacting with any other object.

*If the player encounters a corpse on the battlefield and are in "Use" mode, then they can aim the crosshair on the corpse, by pressing "Fire", the player will begin to drag the body, pressing "Fire" again will drop the body.

*If the player is in "Use" mode and is within arms reach of a weapon laying on the ground, then they can pick up that weapon by aiming at it and pressing "Fire". At that point, they will automatically exchange weapons with the one they picked up and the matching weapon they are already equipped with. This will work with anything from rifles, pistols, rocks, grenades, and ammo magazines on the ground.

*If the player is in "Use" mode and clicks on an ammo-box within arms reach, then a small menu will appear where the player can quickly scroll through items to take and drop.

*If the player needs to open a door to a house or vehicle, then they can press their key and engage "Use" mode, then click on the door if they are within arms reach of it, a very quick and easy process. The player will go inside the seat of the vehicle which is closest to where they clicked. While inside vehicles, a menu will be necessary (like the ammobox), where they can select seats, change ammo, etc...

*Hotkeys should be assignable for tasks such as "Eject" and "Drop Item", but if the player is in "use mode" inside of a vehicle

they can always click on the ejection handle, canopy, or door to get out again.

*In addition to making it easier to get in and out of vehicles, the Use function will allow the player to have greater control of vehicles in a more realistic manner. You would have the ability to click on buttons, knobs, levers, and hatches from within the vehicle while in "Use Mode".

*EDIT: Interactive objects may possibly be denoted by the crosshair color changing when viewed over the object.

NICE ADVANTAGES:

*The added "Use" function and key will free up the mouse wheel to do other things, such as scrolling through your inventory rapidly without opening a menu. Also, if you wanted to plant a satchel charge, all you have to do is scroll through the inventory with the mouse wheel, select the satchel charge, and hit "Fire" to drop it on the ground, pressing alternate fire again will detonate the satchels in the order you deployed them. There could be a small interface window for advanced bomb timer options, accessed through a hotkey.

*Less chances of dying because of menu delays.

*Smoother control.

*Better game reviews.

*Greater vehicle control options.

*More realism.

*Added hand to hand combat.

*Ability to quickly pick up and drop objects.

*More immersion (no tacky menu popping up).

Tell me what you think...

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Thats certainly no simple change. Each interaction would require its own form of coding, animations, and you mention a special menu for "bomb timer options" and "ammo-box" options, but what about the countless other menu interactions that are possible and easily added in by modders? Not to mention the inability of the player to know what can be clicked on (and the purpose for clicking) without a visual change on screen. Having one small menu for all options seems necessary unless a totally realistic interaction system was introduced. For example what if the left click was the interaction with the left hand, the right click for the right hand. Then there would be no need for a 'use mode' at all, but you would instead holster your weapon to be able to use that hand for picking up an object, pushing an object, or whatever interaction is default to the place that the cursor is over. But I hate the cursor even more than the menu, I would prefer it if the screen visually focused, slightly, as in field of vision changes and slight visual magnifications on various objects that are being looked at, including enemies.

But thats too much to add considering the simplicity that already exists in flashpoint interaction systems. It made sense, for example, in Trespasser where you could actually beat the vilociraptor with the rock you picked up, but if we're mainly just shooting stuff, I think a pop up menu is most appropriate for interactions outside of combat. Command capabilities will always require menu systems, and ArmA and Game2 should not restrict that possibility from the interaction system that is closest to the users familiarity. So another debate is then should the radio be somehow merged with the action menu?

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The hands don't really need more than one animation, all you'd need is the arms reaching out to grab something. If an object is deemed interactive by the developers, then maybe the crosshair would turn a different color when you moved the cross over the object. Since the NGPG will have a powerful physics engine, the use function is even more feasible.

Remember, the use function would be FAST to activate and FAST to deactivate. By holding your use key down, you can grab weapons on the ground, open doors, or attack infantry, depending on what is within arms reach of the player, if an enemy is right infront of you, then you punch him, etc...

It is NOT like Trespasser, you're not controlling individual arms and fingers here. Or picking up sticks and stones to throw at the Russians, it won't be that complex.

The point is, menus are necessary for things like setting a bomb timer and ordering infantry, but for stuff like opening doors, and picking up objects, I see NO reason for a menu at all. The use function is not hard, and is by no means close to Trespasser's.

Sometimes in OFP there are so many actions on the menu, it's just ridiculous. Does anyone really think the OFP menu is easier to control than this would be???

Step 1: Hold Use Key

Step 2: Click on stuff you want to interact with.

SIMPLE & EFFECTIVE

Seeing as the NGPG is coming out in "Late 2006", the devs should have plenty of time to implement this. It's essential to gameplay and makes the game more realistic and fun. yay.gif

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mm no is to fast ,.

the scroll ist a little realistic in the game, no 00,1 sec pos chance  wink_o.gif  

this use kay is arcadig   confused_o.gif

for the hands is this ok smile_o.gif !!

no for weapons or openings doors etc. is too fast .

i hate this in games. 00.1 sec for chance battlestations or oppening doors on vehicles. crazy_o.gif

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I think that is a good idea, more realistic and naturally.

I dont know how difficult it would be for the developers but if you assign all the "usual" actions as reload, handgun (as you already can do so there are no need for them to be in the action meny at all! ) and so on there would only be actions from interactive objects like doors, ammocrates and so on.

So I see no problem (because I now nothing about programming  tounge2.gif  ) to assign a "perform action" key as there shouldnt be need of a menu to scroll through if you only get one action when you are close to f.ex a ladder.

Ofcourse there must be a menu or something similar when using a ammocrate. Maybe the menu pops up when you "use" the crate?

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that would be confusing to me since I'm already used to the menu. I mean you said being by a enemy corpse and pushing E or F your hot key for use, but then when you think about all the diff things you can do it'd be messed up.

lets say you go to a enemy corpse and you push e to grab his rpg rounds

but instead your guy picks up his primary weapon, or just picks up the dead body instead. for me I'd much rather have the regular menu and maybe just a vehicle enter key for cars, since they don't have gunner or commander seats, just whatever door you go to and push e you enter the vehicle in through that door and into that seat. but that's the only thing I could see this idea being practical for.

I just think that ofp carrys too much detail for just 1 use key. taking magazines, taking nades, taking binoculars, taking night vision, taking pistol. it'd be too confusing with one key. you'd get killed more for your guy just not picking up the right stuff that you want.

although I really do like the EJECT key idea. but for ammo crates you said use E to turn them on, that's more work than just walking up to it and a menu automaticly appearing

only thing I have trouble with in game with ammo crates is when I'm hiding in a ammo shed and grabbing aa ammo or rpgs, and then while you're by the ammo crates you want to change weapon to rpg launcher but you have to scroll down and down and down to get to it or just push [ [ till it goes up and goes to the bottum, but that I've learned to deal with, it kinda helps to keep people from camping by ammo crates and just cheaping it the whole way grabbing ammo and keep on shooting.

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Hmm.  He didn't say to make it fast, just more real.  I agree that sorting through a list 25 lines long to equip a weapon is a pain.  Also, to get into a vehicle is a pain, to climb a ladder, open a door, change positions in avehicle.  All these things can take time, but the ever changing and fluctuating menu is, at times, a PITA and has got me killed more than my own stupidity (which is saying something crazy_o.gif  )

So, when you see a more natural way of grabbing or using something, don't think it HAS to be fast.. Just less confusing.

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I think that is a good idea, more realistic and naturally.

I dont know how difficult it would be for the developers but if you assign all the "usual" actions as reload, handgun (as you already can do so there are no need for them to be in the action meny at all! ) and so on there would only be actions from interactive objects like doors, ammocrates and so on.

So I see no problem (because I now nothing about programming  tounge2.gif  ) to assign a "perform action" key as there shouldnt be need of a menu to scroll through if you only get one action when you are close to f.ex a ladder.

Ofcourse there must be a menu or something similar when using a ammocrate. Maybe the menu pops up when you "use" the crate?

I like this idea. If you have a key assigned to an action it shouldnt show up in the menu. that would speed things up as far as finding the action you want to do.

they could get rid of lots of things.

like lights on/off, engine on/off, reload, etc. Maybe they need a key binding system like in the dreaded BF2 game. Where you can remap keys for different vehicles, aircraft and such.

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