Steamcharts war of rights
The end of the line is normally at the double quick or in a flat out run, depending on the speed of the wheel. If you remember, the pivot of a wheel will move much much more slowly than the end of a wheel. This would allow for more control over individual speed, which would enable people to conduct wheels much much much more effectively. Possibly, + and - could be used to adjust speed as well, when W is toggled on.
Steamcharts war of rights manual#
I feel like a lot more complexity can be added to movement commands, and I think that with a separate control set for movement, it would be smart to have different keys for different positions in the Manual of Arms.Įx: X is shoulder, E is right shoulder shift, Y is support arms, I is present arms (Pass in review, anyone?), P is port arms, G is Charge Bayonets, U is trail arms, O is for Order arms, K is secure arms (maybe powder gets wet without proper precautions?), etc etc etc.Ĭ would be expanded to include Common Time, Quick Time, Double Quick Time, and Run. The other controls I do not mention can stay. Stepping off is also never going to be perfect due to variances in ping, so I suggest some sort of speed sync that automatically helps reform the line by speeding people up or down appropriately.Įither that, or we need something more than just double quick time, quick time, and sprint, maybe variable speed control. Wheeling I feel is always going to be difficult because of how important feeling the people next to you is to properly executing the wheel. You honestly do not think about walking in formation when you walk anyways, so why should you have to hold down the W button in the game? Obliques and wheels can also be executed by moving the mouse to the correct angle, but with mouse movement there is different sensitivities, and greater lag in response times than a single button push.
![steamcharts war of rights steamcharts war of rights](https://cdn.cloudflare.steamstatic.com/steam/apps/424030/ss_8f20376375fb5a67c51caad396e9a23be4a92bca.1920x1080.jpg)
This will make it much easier for units to maintain formation. If you want, double tap A or D and you will walk at an oblique indefinitely until you toggle it off. Now, to execute an oblique, simply press the A or D button and you will automatically walk at a 45 degree angle in the respective direction. This will enable you to start walking straight forward, while also pressing the alt key and looking around. W, S, A, D= Same as we have now, except, they toggle on with a double tap. This frees up fingers and enables you to focus on your PTT or other necessary keys as you communicate with your company.
Steamcharts war of rights free#
Left ALT= Double Tap to toggle free look, single tap to untoggle Press F2 to switch to this set of controls. I'll try to further explain my reasoning as I go along, please feel free to ask me to clarify where necessary
![steamcharts war of rights steamcharts war of rights](https://icdn.digitaltrends.com/image/digitaltrends/among-us-ghost-416x234.jpg)
In fact, my proposal also tries to address how we can compensate for not being able to direct each other by feel. Speaking of guidons, I really hope that someday we will be able to come shoulder to shoulder with each other and physically touch, as this was very important in maintaining unit cohesion. This is difficult and makes it especially hard to stay in formation, and for corporals, sergeants, lieutenants, etc, to monitor the formation while still a guidon for it. Why? To be quite honest, in order to do what I want sometimes, I have to press 3-6 keys at the same time and still somehow be able to use my mouse. I also propose that a lot of buttons toggle on when double tapped and toggle off when single tapped. I propose at least 3 different control schemes that are toggled between depending on the situation.
![steamcharts war of rights steamcharts war of rights](https://i.ytimg.com/vi/wWq0TgKFE7g/maxresdefault.jpg)
![steamcharts war of rights steamcharts war of rights](https://assets2.rockpapershotgun.com/divinitydm23.jpg)
Steamcharts war of rights how to#
I know this is alpha and I know you guys are busy coding and polishing, but I thought I would take the time to give my thoughts on how to make formations work better, as well as how to include bayonet drill and hand to hand combat.