Player moving speed (/movement). And possible solutions to fix it.
Posted: Fri Jul 01, 2016 2:53 pm
First of I am loving this game, but there are a few details that are driving me crazy, sometimes.
One of which I want to talk about and suggest a fix ... or some possible ways to fix it, at least.
We all know it and the developer as well. When having a huge factorio (pun intended) your initial walking speed sucks, therefore cars, trains, and mecha suits with speed upgrades (and whatever the future holds).
Which are all fine and dandy ... but I also find myself all to often in the situation where I want to go slowly and e.g. approach a belt carefully (cause building something nearby .. or hitching one belt [of many] for a ride .. or because of a million other things) but even with carefully tapping the keys my character runs off and steps on belts where he shouldn't, or runs over the desired belt and steps on the wrong one. That problem gets even worse when the walking speed is increased, like with stone or concrete below, or (even worse) with a mecha suit with several leg upgrades. Speaking of latter I constantly find myself also popping the leg upgrades in and out, or having sets of the armor with different leg upgrades.
And here is how I think it can be fixed:
And also It doesn't have to be more than one method.
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A final word to cars. I think I finally figured out why so many crash in so many things when using the car (or tank) it is because the directions are changing. E.g.:
A final final word to every vehicle:
The very very final word (I promise)... please, please, pretty please implement the squeeze through mod as part of base game. (Though, climbing over animations for pipes would be really sweet ... but that animation doesn't have to be implemented before final release IMHO)
One of which I want to talk about and suggest a fix ... or some possible ways to fix it, at least.
We all know it and the developer as well. When having a huge factorio (pun intended) your initial walking speed sucks, therefore cars, trains, and mecha suits with speed upgrades (and whatever the future holds).
Which are all fine and dandy ... but I also find myself all to often in the situation where I want to go slowly and e.g. approach a belt carefully (cause building something nearby .. or hitching one belt [of many] for a ride .. or because of a million other things) but even with carefully tapping the keys my character runs off and steps on belts where he shouldn't, or runs over the desired belt and steps on the wrong one. That problem gets even worse when the walking speed is increased, like with stone or concrete below, or (even worse) with a mecha suit with several leg upgrades. Speaking of latter I constantly find myself also popping the leg upgrades in and out, or having sets of the armor with different leg upgrades.
And here is how I think it can be fixed:
- Possible fix 1: Acceleration
- You character starts to move way slower and increases speed over time. Like trains and cars do. Though it has to be balanced carefully or else fighting gets really hard. Umm, one more thing: Obviously speed is not affected by direction, so when having full speed in one direction changing direction seamlessly does not slow you down.
- Possible fix 2: Speed modifier:
- Walking by default:
- You are walking by default (very slow speed) and double tap in a direction will make you run at full speed ... whatever that full speed might be)
- A run key:
- Pressing shift (or alike) when moving makes you run, else you walk.
- Sneaking: (and running by default) edit: mod for this behavior: viewtopic.php?f=97&t=28279
- A key ... control maybe makes you sneak ... means you move very ... and I mean veeeeery slowly, allowing you to fine tune your position.
- Walking by default:
- Possible fix 3: Analog controls:
- When you have a joystick (or game pad or whatever) around, you can additionally assign axis to you player and total movement speed (in percent of your total) depends on how far you push your stick. (e.g. moving the stick half way = half of max speed)
- Possible fix 4: Sensitive movements:
- Treat any belt or rail as hurdle. Steeping over it takes more "effort" ... so when you in full swing everything is as before but when just tapping the key for a moment or just starting to walk you will pause for a fraction of a second on the edge before stepping on or off it. (The rails in way that keeps you far enough from being run over before steeping on, and not from stepping off)
And also It doesn't have to be more than one method.
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A final word to cars. I think I finally figured out why so many crash in so many things when using the car (or tank) it is because the directions are changing. E.g.:
- When pointing north (top of screen) "A" makes you go to the left of screen.
But when pointing south it makes you go to the right side of screen
- Turn the map.
- While in car it not only stays in center but also points in same direction ... namely upwards ... but the map rotates below you.
- Make it like the character controls.
- W is always up (and so on). Though, this method has the downside that it is hard to determine what key the deceleration is.
A final final word to every vehicle:
- Usually it doesn't make sense to get out of a moving vehicle, it only gets you killed.
Fixes:- Get only placed where you aren't run over immediately. (though this might be tricky to implement since it takes a lot of checks)
- Easy to implement and a quick fix:
When the vehicle is moving (needs only one check) you need to tap the exit key twice, else you can't get out (though you can get out like before if not moving).
The very very final word (I promise)... please, please, pretty please implement the squeeze through mod as part of base game. (Though, climbing over animations for pipes would be really sweet ... but that animation doesn't have to be implemented before final release IMHO)