PDA

View Full Version : Cockpit Trigger



Linque
11-17-2008, 03:52 PM
Let's face it, you can't build cool enough vehicles in this game as it is. I want to build a rocket that you can both fly and fire rockets from. I want to build a tank you can drive, aim and fire at the same time. Therefore I would like for there to be a cockpit trigger tool.

What the cockpit trigger would do is allow the player to jump in, and once in, activate various triggers with the push of a button. In total, you could have 18 triggers attached to the cockpit: one for each face button on the PS3 controller, 4 for the d-pad, 2 for R3 and L3 and 2 for each analog stick. Of course, one button would have to be the 'enter/exit cockpit' button.

I'm sure it wouldn't be that hard to implement in the game, as all the mechanics are already there. This sort of a trigger would advance vehicle creation in the game by great amounts.

DrunkMiffy
11-17-2008, 04:02 PM
That's a good idea, although it might take a while to get used to.. And you'd have to assign everything to every switch ;/

I'd assume that forward / reverse would be r2/l2 :/

Nice idea though, I hope something like that is implemented soon.

Mark D. Stroyer
11-17-2008, 04:22 PM
So it'd be kinda like the jetpack, in vague comparison. Just...with a lot more functionality to it.

Yeah, I have noticed that while it was a fun idea to have your character run around and pull levers and hit switches in order to operate vehicles...it really isn't so great in execution. It's simply too clumsy to do, unless you have multiple people. (But more people makes everything better, right?) This would keep in line with the "use what you create" type of thing, yet drastically improve the interface issues with it.

So great idea!

panzer3000
11-17-2008, 05:53 PM
good idea, this would make my idea easyer to do

Gilgamesh
11-17-2008, 06:10 PM
I've succeeded in creating a cockpit assembly which allows for 4 triggers using Sackboy's basic movements (left, right, grab, jump). It works pretty well, but I agree that having more than that could be useful for things such as tanks. Although, aren't tanks generally operated by two people?

Linque
11-17-2008, 06:19 PM
Nothing prevents you from making a tank with two cockpit triggers if you're into depicting real tanks.

Zorez
11-17-2008, 06:35 PM
Nice idea. Even though it would probably be hard to make, and drive. But good post.:)

Elbee23
11-18-2008, 02:53 PM
I've succeeded in creating a cockpit assembly which allows for 4 triggers using Sackboy's basic movements (left, right, grab, jump). It works pretty well, but I agree that having more than that could be useful for things such as tanks. Although, aren't tanks generally operated by two people?

This sounds like a fantastic way of working around the concept suggested, but it would be kind of cool to simplify things as the original poster suggested. The only problem would be players "learning" the interface someone makes. Some people might thing X is the fire button, while others might see it as... self destruct or something. It could be hard to learn things over and over for different visions of 5 minute levels. :(

Night Angel
11-18-2008, 11:02 PM
This sounds like a fantastic way of working around the concept suggested, but it would be kind of cool to simplify things as the original poster suggested. The only problem would be players "learning" the interface someone makes. Some people might thing X is the fire button, while others might see it as... self destruct or something. It could be hard to learn things over and over for different visions of 5 minute levels. :(

I agree. Although it could be a good idea, I highly doubt it will be implemented. It will probably cause a lot of confusion.

Linque
11-21-2008, 09:47 AM
This problem can very easily be avoided if you were required / allowed to put in descriptions for each button, so that a pop-up screen displaying what each button does would appear whenever you board the cockpit.

This is in my opinion the simplest (and really, quite simple) way to incoroporate any advanced controllable mechanics into the game.