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Acceleration behaviour when wearing multiple exoskeletons
Posted: Wed Oct 22, 2014 1:22 am
by infinitehubgear
This occurred to me when I was wearing a Power Armour 2 with 6 exoskeletons. Its a bit odd that you immediately go to full speed, it can make it a bit hard if you're trying to stand in that particular square surrounded by express transport belts. Accurate placement and picking up alien artifacts can be tricky too*.
If the exoskeleton can follow an acceleration model, small movements would be easy to control but you can get up to full speed quickly for traveling long distances or avoiding biters. The animation is a bit too
Benny Hill, perhaps it should be longer strides like
Powerizers.
"Separate suggestion for some sort of ground item collection drone, useful for collecting alien artifacts and if item bombs become fashionable again.
Re: Acceleration behaviour when wearing multiple exoskeleton
Posted: Wed Oct 22, 2014 3:20 am
by keyboardhack
A thousand times this.
Running around with 6 skeletons can be really frustrating if you just want to move half a block. Acceleration sounds like a nice solution to the problem.
Re: Acceleration behaviour when wearing multiple exoskeleton
Posted: Wed Oct 22, 2014 5:14 am
by boro
This is a really good idea! I know I max out at 3 skeletons to be able to still walk controlable around my factory, but really could use more speed for long walks.
Re: Acceleration behaviour when wearing multiple exoskeleton
Posted: Wed Oct 22, 2014 9:47 pm
by xnmo
I would love this. Another thing that would help would be if holding down shift made you walk at half speed. It's pretty common in a lot of 3rd/1st person games to get around a keyboard's inherent lack of velocity sensitivity.
infinitehubgear wrote:Accurate placement and picking up alien artifacts can be tricky too.
I rebound picking up items to one of my extra mouse buttons which made this a lot easier than the default key.
Re: Acceleration behaviour when wearing multiple exoskeleton
Posted: Fri Oct 24, 2014 11:07 pm
by BlackMoon
Agreed, Although the exact acceleration curve would likely leave something to debate, too slow and it might be really annoying too, I would think it would be best if it was a very fast acceleration such that you can go slower by tapping the key rapidly instead of holding it down without it being really jerky, but otherwise you accelerate almost immediately, so 1/2 second absolute max, maybe more like 1/4 second till full acceleration.
Shift for walk (or ctrl or caps lock, whatever) would be good too, since it lets the player control everything.
Re: Acceleration behaviour when wearing multiple exoskeleton
Posted: Sat Oct 25, 2014 4:37 am
by CreeperDaReeper
BlackMoon wrote:Agreed, Although the exact acceleration curve would likely leave something to debate, too slow and it might be really annoying too, I would think it would be best if it was a very fast acceleration such that you can go slower by tapping the key rapidly instead of holding it down without it being really jerky, but otherwise you accelerate almost immediately, so 1/2 second absolute max, maybe more like 1/4 second till full acceleration.
Shift for walk (or ctrl or caps lock, whatever) would be good too, since it lets the player control everything.
Could there possibly be a slider in the options menu that sets the acceleration curve?
Re: Acceleration behaviour when wearing multiple exoskeleton
Posted: Wed Nov 12, 2014 12:27 pm
by infinitehubgear
This might be another solution.
Re: Acceleration behaviour when wearing multiple exoskeleton
Posted: Sat Nov 15, 2014 10:23 am
by Kavukamari
I think this should definitely be a feature, yeah
unrelated, but deconstruction can be used to pick up dropped items, you don't need a collection drone, because the construction drones will already do it.