*Suggestion - to avoid accidental firing of missiles (Oculus Touch)
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*Suggestion - to avoid accidental firing of missiles (Oculus Touch)
When using the Touch controllers, it is very easy to inadvertently fire missiles using the default secondary trigger. This can have unfortunate results if you happen to fire on a friendly ship!
Currently, weapons cannot be deployed/retracted. However, the addition of a 'dummy' weapon with a red line through its UI icon would solve this problem.
One would simply scroll through the missile/gun selection as at present but, when wanting to 'retract' weapons, one would simply select the icon with the red line, thus 'deploying' the 'dummy' weapon which does not fire.
When actual missiles are required, simply scroll again to select and deploy the seeker missiles.
One would hope that this is not too complex a a coding task to complete. It would certainly make using the Touch controllers much easier and more secure.
Just a suggestion but one that I feel is worthy of consideration for the next update/hotfix.
Currently, weapons cannot be deployed/retracted. However, the addition of a 'dummy' weapon with a red line through its UI icon would solve this problem.
One would simply scroll through the missile/gun selection as at present but, when wanting to 'retract' weapons, one would simply select the icon with the red line, thus 'deploying' the 'dummy' weapon which does not fire.
When actual missiles are required, simply scroll again to select and deploy the seeker missiles.
One would hope that this is not too complex a a coding task to complete. It would certainly make using the Touch controllers much easier and more secure.
Just a suggestion but one that I feel is worthy of consideration for the next update/hotfix.
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Even after you have been playing the game for a while, you can sometimes give yourself a shock when expecting to fire a missile OR do a long range scan and then find that you are not still in the mode that you thought you were in. A non-firing missile slot would be useful as a presumed scanning mode failsafe too.
A dog has a master; a cat has domestic staff.
My point really is that no armed ship in any game (or real life situation) flies with weapons permanently deployed, precisely to avoid accidental fire.
The fact that in XRVR weapons are always deployed is ridiculous frankly.
I hope it is an oversight but if it is not, it's just plain dumb and poor game design.
Apart from the above though, this game is awesome, really.
The sheer depth of XRVR Makes EDangerous look even more of a grind-fest - and I have over 1000 hours in that game - because ED really is, as many people have said, a mile wide but (only) an inch deep.
More than that, XRVR is more robust in early access than ED is after 2.5 years. There are far less bugs in this present early access game than in ED, which is supposdly an AAA rated game.
Nevertheless, please fix this stupid permanent weapon deployment. There is no reason nor excuse for it.
Thanks.
The fact that in XRVR weapons are always deployed is ridiculous frankly.
I hope it is an oversight but if it is not, it's just plain dumb and poor game design.
Apart from the above though, this game is awesome, really.
The sheer depth of XRVR Makes EDangerous look even more of a grind-fest - and I have over 1000 hours in that game - because ED really is, as many people have said, a mile wide but (only) an inch deep.
More than that, XRVR is more robust in early access than ED is after 2.5 years. There are far less bugs in this present early access game than in ED, which is supposdly an AAA rated game.
Nevertheless, please fix this stupid permanent weapon deployment. There is no reason nor excuse for it.
Thanks.
- Franc Kaos
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- 'Airstrike' Ivanov
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Thinking I'm about to do a range scan ping only to fire some missiles happens to me quite oftenAlan Phipps wrote:Even after you have been playing the game for a while, you can sometimes give yourself a shock when expecting to fire a missile OR do a long range scan and then find that you are not still in the mode that you thought you were in. A non-firing missile slot would be useful as a presumed scanning mode failsafe too.
ZORK, IW2:EOC, GIANTS, NOLF 1, Runaway, Gothic I&II, Mafia, Arx Fatalis, Divine Divinity, Vietcong... I Loved Those Games
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HaHa!Alan Phipps wrote:Also when I'm just about to take out that key enemy weapon site with a Novadrone and then I give it a really vicious scanning instead! (Oh look, what's that gold ping lockbox doing floating just above and behind the target?)
So I was just doing an escort mission. Went to adjust the headset and...I've just accidentally blown the client to bits!
Please Alan, get the devs to give us a 'deployed/not deployed' switch. This is driving me (and others I suspect) up the wall.
ARGHHHHHHHHHHHH...!
(That feels better)
Yeah, I tried that but just felt weird. VR selection is totally logical but there needs to be a 'not-deployed' icon available in the missile selection window.garybrain wrote:I ended up swapping the missile too the right stick button and putting the cargo magnet to the grip.
Too a few tries but got it to work, so hopefully no accidental missiles.
G.
- juanitierno
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I'm a newbie, but having the "fire missiles at target" in the same button as "long range scanner" is dangerous.
I switched modes to "ship scanning mode" and tried to scan a ship, and suddenly everything was red and shooting me.
Related: If I accidentally fire on someone, is there a way to comm them and calm them down? Maybe pay a fine?
I switched modes to "ship scanning mode" and tried to scan a ship, and suddenly everything was red and shooting me.
Related: If I accidentally fire on someone, is there a way to comm them and calm them down? Maybe pay a fine?