[QUOTE="freeload"][QUOTE="edward2332"] This has probably already been mentioned earlier but the main problem with FPS on the Wii is twofold:
1. Holding a Wiimote in the air is not as "stable" as moving a mouse on top of a mouse pad.
2. A Bounding Box is necessary because, unless a mouse, you can't "pick up" the Wiimote when you've turned as far as you can.
To elaborate on the 2nd comment...say you eliminated the bounding box...so your reticle is always center and however you move your Wiimote, your view will move. How would you do a 360 degree turn? With a mouse, you move it as far to the side of the mouse pad as it can go...then you pick up the mouse, bring it back to the other side of the mouse pad, and keep moving it until your turn is complete. With the Wiimote, since it's "always on", if you move it back, your view will move back as well.
One way around it would be to make it so you have to hold down a button in order to "move". If the button wasn't held down, then your Wiimote movements don't "register". This would solve the issue of "shaky screen" as well. I don't know how hard it would be to get used to holding down a button whenever you wanted to move, but I imagine it wouldn't take too long to master. Of perhaps flip it around...hold down the button when don't want to move.
edward2332
My god!
Do any of you guys actually read the intial posts in these forums?
If you simply move the looking onto the tilt control of the Nunchuck then you don't have to have any kind of bounding box and can freely point/aim/shoot around the screen with the Wiimote. The view would of course move anytime you tilt/rotate the Nunchuck, even a little bit, but that won't be an issue if you have free aiming on the Wiimote because the aiming won't directly affect the view causing the whole screen to shake when you simply try to aim at and shoot someone.
This is a far better solution that what is currently being used IMO.
Move forward, backward, strafe left and right with the Anaolgue Stick.
Look up, down and turn left and right with the Nunchuck Tilt Control.
Aim freely with the Wiimote and fire with B.
It's not that complicated and it would be far better than the bounding box or fixed reticule methods, once again IMO, but of course most of you will disagree until you actually try it, when all of a sudden you will realise it is better and then act like you though it would be all along...
Your idea would just make it worse. Imagine combining 2 unsteady hands instead of just one. It's hard enough to keep your wiimote steady. If you also had to worry about keeping your nunchuck steady as well...forget it....you'll be all over the place. You obviously don't get it and like I say, you won't until you try it. Then you will agree no doubt but act like it was obvious all along...
The Wiimote has no effect on the steadyness of the view since it just aims the cursor like in an arcade gun game.
Because the aiming and shooting is trully free you won't have to worry about using the look option excessively. You could just aim to the edge of the screen with the Wiimote if there is a guy there.
Even when you do have to look around with the Nunchuck it will be the same as the Wiimote, ecept far less jittery than the pointer, which used different technology. Also you can rest the Nunchuck a lot of the time and still aim freely with the Wiimote which in many situations will be all you need to do, as long as you have the target somewhere within your current view. So look roughly where you want to then stop trying to look/turn with the Nunchuck and use the Wiimote to aim accurately and intuitively.
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