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Lol, good point. Wonder how that would work.RazmitazThe only idea I have is that the lasers can rotate around, but that's not really an Arwing . :P
I agree with the nunchuk and pointer, but can the ship really fly downwards and be aiming upwards?nintendofreak_2
I think you missed what I was saying. If the Arwing shoots straight ahead, how can it fly downward and shoot upward at the same time? Answer: It can't.
what about using nunchuk's analog stick?Resimaniac
personally i want nintendo to go with a more classic style, i.e. mega man 9
side wii mote with like 2 buttons to shoot in a arwing, and you can barrel roll by shaking the wii mote. b to try a somersault
and other vechicles and on foot would use the remote and nun chuck combo, at least standard, has you can config it the way you wants to
Why not have the wiimote pointer act as the steering device. You know, not holding it sideways but pointed strait at the screen so that it would kind of be like holding the arwing and moving it through space. B would be lazers, A for bombs, flick it to one side to barrel roll, plus to boost, minus to break, etc.
Simple controls, I think, are going to be the way that Nintendo takes this one (if they ever take it at all).
I think it can all be done with just Wii mote. Pointer controls direction, flick left/right for barrel, flick forward for boost, flick back for brake, a to shoot, b for bombs and thats reallyall that's needed.
However that might have issues when controlling the landmaster or when in an enclosed area (as opposed to moving forward constantly).
Nunchuk
Control Stick-Boost(up), Barrel Roll(left or right), Brake(down)
C Button- Used for "advanced manuevers" in conjunction with the Control Stick: Somersault(Up on Control Stick while holding C), U-Turn (Down while holding C)
Z Button- Target Object (to break lock-on, press Z on a non-designated region of space)
Wii Remote
IR Pointer - Manuever Arwing; the Arwing will follow the position of the pointer reticule*
Tilt - Rotates Arwing in respective position (ie, tilting Remote left = Arwing tilting left)
Control Pad- same as Control Stick (but optional)
A Button - Fire laser(s), Hold to charge shot
B Button - Fire bomb
-/+ Button - Pause
1 Button - Decrease Pointer Box (ie, increases sensitivity of box surrounding reticule; that means handling the Arwing is possible with fewer movements)
2 Button - Increase Pointer Box (ie, decreases pointer sensitivty)
*Flight experience can be enhanced with Wii's MotionPlus accessory, forgoing the pointer
How are my thoughts? I would love to hear any suggestions or improvements to my control scheme.
The Wii Wing
this would be the best solution imo. It's basically the SIXAXIS but it's a small shell that could be included with the game to help keep your hands steady. I turned the Wiimote the opposite way so your right thumb could use the B/A buttons in the same fasion.
You could also throw M+ in there as well with the same design, just modified.
A-Bomb
B-Lasers
2-boost
flying=this is a given
loop de loop= a circle motion towards your body.
barrel rolls= a quick double left left/ right right or they could be assigned to a button while stearing.
d-pad= help (falco, slippy, peppy)
Shoulder buttons could also be added for other options as well
I agree with the nunchuk and pointer, but can the ship really fly downwards and be aiming upwards?nintendofreak_2Probably not but they could have stinger missles that guide themselves.
Using the nunchuck to steer and using the pointer to aim.This is what i think would be the best way.mario-nin-freakI forgot to mention you should shake the remote to do a barrel roll.
The only control scheme I care about is wheter or not I will be able to use my Gamecube controller with the game. I am not letting a bad control ruin what is potentially a good game._Pinbot_
Please play your Gamecube games then; after all, the "bad control[s]" won't be affecting you then. Really, why do you even play the Wii if you all you think about is Gamecube controls? I'm not trying to slam you down or anything, but the Wii's varied control schemes can actually lend themselves well to games. That is, the Wii has great potential that hasn't been realized yet. Can you please name some Wii games that were hindered from motion/pointing controls?
Anyways (back on topic), has anyone read my method of control for a future StarFox title? I'm still awaiting comments...
Nunchuk
Control Stick-Boost(up), Barrel Roll(left or right), Brake(down)
C Button- Used for "advanced manuevers" in conjunction with the Control Stick: Somersault(Up on Control Stick while holding C), U-Turn (Down while holding C)
Z Button- Target Object (to break lock-on, press Z on a non-designated region of space)Wii Remote
IR Pointer - Manuever Arwing; the Arwing will follow the position of the pointer reticule*
Tilt - Rotates Arwing in respective position (ie, tilting Remote left = Arwing tilting left)
Control Pad- same as Control Stick (but optional)
A Button - Fire laser(s), Hold to charge shot
B Button - Fire bomb
-/+ Button - Pause
1 Button - Decrease Pointer Box (ie, increases sensitivity of box surrounding reticule; that means handling the Arwing is possible with fewer movements)
2 Button - Increase Pointer Box (ie, decreases pointer sensitivty)*Flight experience can be enhanced with Wii's MotionPlus accessory, forgoing the pointer
How are my thoughts? I would love to hear any suggestions or improvements to my control scheme.
SuperMarioNerd
A good control scheme. A couple points though. A z-lock on isn't needed. 1 and 2 used for pointer box isn't needed, that can be in an option menu. Reverse A and B. Make Z the manuver button since it's bigger and important.
Other than that, perfect.
A more casual friendly way would be wiimote only where the d-pad is used for boost, break, and "Do a barrel roll!". Flick up to loppdy-loop, and flick down to u-turn. Though, this would be optional so vets could use the nunchuck.
[QUOTE="Resimaniac"]I think you missed what I was saying. If the Arwing shoots straight ahead, how can it fly downward and shoot upward at the same time? Answer: It can't. it could but to a limit. its same as a FPS can u shoot higher than straight ahead while looking down? yes
what about using nunchuk's analog stick?nintendofreak_2
[QUOTE="SuperMarioNerd"]Nunchuk
Control Stick-Boost(up), Barrel Roll(left or right), Brake(down)
C Button- Used for "advanced manuevers" in conjunction with the Control Stick: Somersault(Up on Control Stick while holding C), U-Turn (Down while holding C)
Z Button- Target Object (to break lock-on, press Z on a non-designated region of space)Wii Remote
IR Pointer - Manuever Arwing; the Arwing will follow the position of the pointer reticule*
Tilt - Rotates Arwing in respective position (ie, tilting Remote left = Arwing tilting left)
Control Pad- same as Control Stick (but optional)
A Button - Fire laser(s), Hold to charge shot
B Button - Fire bomb
-/+ Button - Pause
1 Button - Decrease Pointer Box (ie, increases sensitivity of box surrounding reticule; that means handling the Arwing is possible with fewer movements)
2 Button - Increase Pointer Box (ie, decreases pointer sensitivty)*Flight experience can be enhanced with Wii's MotionPlus accessory, forgoing the pointer
How are my thoughts? I would love to hear any suggestions or improvements to my control scheme.
goblaa
A good control scheme. A couple points though. A z-lock on isn't needed. 1 and 2 used for pointer box isn't needed, that can be in an option menu. Reverse A and B. Make Z the manuver button since it's bigger and important.
Other than that, perfect.
A more casual friendly way would be wiimote only where the d-pad is used for boost, break, and "Do a barrel roll!". Flick up to loppdy-loop, and flick down to u-turn. Though, this would be optional so vets could use the nunchuck.
The reason I think the lock-on button should be Z because there were times in StarFox 64 when I targeted an unintended enemy. Also, the Z Button is the typical targeting button in several games, including Zelda: Twilight Princess, Metroid Prime 3, and BWii.
As for A and B Button functionality, if there's one button I would use for rapid pressing, it would be A. Not sure if it's me or anything, but pressing B in quick succession feels uncomfortable. However, I would allow switching button functions in the options/pause menu. Now that you think of it, I feel the 1 and 2 Buttons have little to no necessary use; the remote sensitivity options should be included in the options/pause menus.
About the "casual" control setting, couldn't there be issues with tilting (controlling Arwing) and shaking (advanced manuevers)?
[QUOTE="goblaa"][QUOTE="SuperMarioNerd"]Nunchuk
Control Stick-Boost(up), Barrel Roll(left or right), Brake(down)
C Button- Used for "advanced manuevers" in conjunction with the Control Stick: Somersault(Up on Control Stick while holding C), U-Turn (Down while holding C)
Z Button- Target Object (to break lock-on, press Z on a non-designated region of space)Wii Remote
IR Pointer - Manuever Arwing; the Arwing will follow the position of the pointer reticule*
Tilt - Rotates Arwing in respective position (ie, tilting Remote left = Arwing tilting left)
Control Pad- same as Control Stick (but optional)
A Button - Fire laser(s), Hold to charge shot
B Button - Fire bomb
-/+ Button - Pause
1 Button - Decrease Pointer Box (ie, increases sensitivity of box surrounding reticule; that means handling the Arwing is possible with fewer movements)
2 Button - Increase Pointer Box (ie, decreases pointer sensitivty)*Flight experience can be enhanced with Wii's MotionPlus accessory, forgoing the pointer
How are my thoughts? I would love to hear any suggestions or improvements to my control scheme.
SuperMarioNerd
A good control scheme. A couple points though. A z-lock on isn't needed. 1 and 2 used for pointer box isn't needed, that can be in an option menu. Reverse A and B. Make Z the manuver button since it's bigger and important.
Other than that, perfect.
A more casual friendly way would be wiimote only where the d-pad is used for boost, break, and "Do a barrel roll!". Flick up to loppdy-loop, and flick down to u-turn. Though, this would be optional so vets could use the nunchuck.
The reason I think the lock-on button should be Z because there were times in StarFox 64 when I targeted an unintended enemy. Also, the Z Button is the typical targeting button in several games, including Zelda: Twilight Princess, Metroid Prime 3, and BWii.
As for A and B Button functionality, if there's one button I would use for rapid pressing, it would be A. Not sure if it's me or anything, but pressing B in quick succession feels uncomfortable. However, I would allow switching button functions in the options/pause menu. Now that you think of it, I feel the 1 and 2 Buttons have little to no necessary use; the remote sensitivity options should be included in the options/pause menus.
About the "casual" control setting, couldn't there be issues with tilting (controlling Arwing) and shaking (advanced manuevers)?
Well, in past starfox games lock-on was done just with charge shots. The computer did it for you.
As for A and B, just do like MP3 and allow players to switch in an option menu. For me, it just feels worng not having your main gun as a trigger. :P
and as for tilt, shake...the wiimote (even without M+) is suprisingly capable of telling tilt from waggle. But then again, that's why it would be a casual control scheme and not an advanced one. It's sacraficing a little accuracy for a simpiler and more motion dynamic control.
i chose the second option.
however, why don't they just use the gamecube controller instead of trying to do some stupid motion controls like they did for twilight princess?
they should try to style the game after starfox 64. the gamecube starfoxes sucked.
I didn't liked Star Fox Assault, I liked Star fox 64 and I loved star fox adventures.i chose the second option.
however, why don't they just use the gamecube controller instead of trying to do some stupid motion controls like they did for twilight princess?
they should try to style the game after starfox 64. the gamecube starfoxes sucked.
im_really_rich
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