Forums » Suggestions
Android Touchscreen Overhaul/Rarrangement
Heya,
Seems i am one of the few older players who had used android exclusively for vendetta, since day one. There are others around... But most end up using pads and other control schemes that do not involve the touchscreen. These players are then forced into a scenario whereby their attempts to play a game on a mobile platform are in fact limited by the available options for controls. Without the options provided by plugins, they can attach a pad, i've even seen players using mouse and keyboard via android, and this in itself kinda defeats the whole point of spreading the game's availability to a mobile platform by forcing players to add a bunch of other peripherals. A mobile device ought to be able to provide functionality to the maximum without need for peripherals.
Currently the android interface looks good, and has some cool features like the multifunction buttons, but it suffers heavily and is a huge combat handicap for players wishing to fight anything more dangerous than a collector.
The reason for this is basically simple maths. When a player on default android wishes to strafe, they have two options, left and right, so when they strafe one way to dodge, and go too far, they are forced to turn or roll to achieve a different angle of strafing. This is rather awkward, and when using the accelerometer is even more difficult, you are using it to roll at which point you change your viewpoint by moving your screen... So awkward. And the other option, strafe left, then strafe right, that gaurantees your opponent will hit you by moving their aim reticule directly across the ship. This is the handicap.
The setup i have on my screen is modified heavily, the original interface is gone completely and i have replaced it with a much different one i shall describe here, as well as pointing out the reasons for each individual change.
I first removed the original interface using droidbuttons, and then enlarged the radars using radarswap.
Next, i placed control fields most similar to the right hand turning field, each of these was the same size as the radar, placed a control for pitch/yaw over the right radar, and a control for strafe horizontally/vertically over the left radar. The last field is the same height as the radar, but touching the leftmost edge of the screen and much narrower, and is used as a seperate throttle. Adding the control circles on top of the radar allows both to be bigger and yet still use less space over all. The addition of strafe vertically is what provides the skill bonus. Suddenly a pilot can concentrate on their target without fighting with the messed up throttle/strafe mix, whilst also being able to move in 360 direction strafing.
The result is an accurate and unlimited control scheme.
I have repeatedly watched android newbs fail in combat, and then i help them achieve this control scheme, and within moments their skill is improved immeasurably.
The original interface forces all non-tech-savvy android players to suffer a painful death, and repeatedly so. Nothing is more frustrating and likely to cause a permanent rage quit more than realising you are in a universe surrounded by pc players who can all fly better than you, and not just because they are more experienced pilots, but also because THEY ARE NOT HANDICAPPED BY THE DEFAULT INTERFACE.
So, add the throttle, change the function of the left control circle to strafe horizontal/vertical, and every android player in the universe will gain a skill bonus of 10% to 100% instantly. This will improve the challenge for pirates, improve survivability of newbs, and result in an all round better skilled android community. More fun for everyone.
Myself, after using this new interface since not long after i started, i am frequently confused with a pc player. I can fly skillfully enough my android nagure is often a surprise to die hard pc vets who have learned to spot android players by watching out for the telltale signs of the aforementioned handicaps.
Please! :)
Seems i am one of the few older players who had used android exclusively for vendetta, since day one. There are others around... But most end up using pads and other control schemes that do not involve the touchscreen. These players are then forced into a scenario whereby their attempts to play a game on a mobile platform are in fact limited by the available options for controls. Without the options provided by plugins, they can attach a pad, i've even seen players using mouse and keyboard via android, and this in itself kinda defeats the whole point of spreading the game's availability to a mobile platform by forcing players to add a bunch of other peripherals. A mobile device ought to be able to provide functionality to the maximum without need for peripherals.
Currently the android interface looks good, and has some cool features like the multifunction buttons, but it suffers heavily and is a huge combat handicap for players wishing to fight anything more dangerous than a collector.
The reason for this is basically simple maths. When a player on default android wishes to strafe, they have two options, left and right, so when they strafe one way to dodge, and go too far, they are forced to turn or roll to achieve a different angle of strafing. This is rather awkward, and when using the accelerometer is even more difficult, you are using it to roll at which point you change your viewpoint by moving your screen... So awkward. And the other option, strafe left, then strafe right, that gaurantees your opponent will hit you by moving their aim reticule directly across the ship. This is the handicap.
The setup i have on my screen is modified heavily, the original interface is gone completely and i have replaced it with a much different one i shall describe here, as well as pointing out the reasons for each individual change.
I first removed the original interface using droidbuttons, and then enlarged the radars using radarswap.
Next, i placed control fields most similar to the right hand turning field, each of these was the same size as the radar, placed a control for pitch/yaw over the right radar, and a control for strafe horizontally/vertically over the left radar. The last field is the same height as the radar, but touching the leftmost edge of the screen and much narrower, and is used as a seperate throttle. Adding the control circles on top of the radar allows both to be bigger and yet still use less space over all. The addition of strafe vertically is what provides the skill bonus. Suddenly a pilot can concentrate on their target without fighting with the messed up throttle/strafe mix, whilst also being able to move in 360 direction strafing.
The result is an accurate and unlimited control scheme.
I have repeatedly watched android newbs fail in combat, and then i help them achieve this control scheme, and within moments their skill is improved immeasurably.
The original interface forces all non-tech-savvy android players to suffer a painful death, and repeatedly so. Nothing is more frustrating and likely to cause a permanent rage quit more than realising you are in a universe surrounded by pc players who can all fly better than you, and not just because they are more experienced pilots, but also because THEY ARE NOT HANDICAPPED BY THE DEFAULT INTERFACE.
So, add the throttle, change the function of the left control circle to strafe horizontal/vertical, and every android player in the universe will gain a skill bonus of 10% to 100% instantly. This will improve the challenge for pirates, improve survivability of newbs, and result in an all round better skilled android community. More fun for everyone.
Myself, after using this new interface since not long after i started, i am frequently confused with a pc player. I can fly skillfully enough my android nagure is often a surprise to die hard pc vets who have learned to spot android players by watching out for the telltale signs of the aforementioned handicaps.
Please! :)
screenshot plz
Please remember this is not intended for others to use, its not labeled as well as it could be if integrated to the original interface...
https://drive.google.com/file/d/0B8aVHgdXOL6nd05yeGhfRlRURjA/view?usp=drivesdk
https://drive.google.com/file/d/0B8aVHgdXOL6nd05yeGhfRlRURjA/view?usp=drivesdk
There are also a lot of debug buttons and strange binds that wont make sense if you dont know what they are.
But... with this jnterface i kill pc players with an ease that relies only on the relative pilot skills, no handicaps.
But... with this jnterface i kill pc players with an ease that relies only on the relative pilot skills, no handicaps.
I like how your biggest button is HONK.
The biggest pair are in fact Honk and Activate, but my activate button is unlabeled and placed under the part of the screen where "activate" appears when ready to jump. Also... my target nearest button is bigger, but doesnt look so as it has the crosshairs as a picture hehe
Nice setup
Nyscersul, what size device are you using?