Hmmmm...I''m not sure if I understand this correctly, but if you can pull it off, you could design a FPS in which the character utilizes the Landwarrior system. This would be really...really cool, and would also give a legitmate reason why the character has a Heads Up Display. The Landwarrior system consists of a suit full of equipment, including a GPS, hands-free radio, and a computer on the back, which can connect to systems off site, such as artilley, give them coordinates for tanks, bases, etc. and can also distiguish friendlies from enemies. The way it works is the soldier has an eyepiece which is connected to cameras located on the gun, (A lot of the Landwarrior concept is based around the OICW, but the M4A1 is currently being used in the test.) What this allows you to do, is use the scope on the weapon without actually looking through the scope, and also uses nightvision, thermal vision, and so on. So, using the Landwarrior system, you could point your gun around the corner, and SEE around the corner. I have read that they put on of those eraser top laptop mouses on the trigger guard, so the soldier can select things that show up on the HUD. I''m sure you could get a grant from the US government, as they''d probably want to use the engine in simulations, if they don''t already have one.
It would also make a really cool game.
Why?!?
The camera as an interface
I must really suck at explaining things, hehe. Think of my system as Landwarrior with a floating remote control OICW camera. The camera would be in no way attached directly to the player (even though it could be an option.)
Ohhh...I got you...like, that''s say you use the default WASD controls to control the character, and the arrow keys to move the camera? Something like that? That''d be kinda cool, but I think a game with the Landwarrior system would be AWESOME.
Why?!?
Why?!?
Why?!?
quote: Original post by Verek
Ohhh...I got you...like, that''s say you use the default WASD controls to control the character, and the arrow keys to move the camera?
No here''s the control scheme in terms of a key layout:
W: Move camera forward
A: Move camera left
S: Move camera backward
D: Move camera right
Mouse up: Camera rotate up
Mouse down: Camera rotate down
Mouse left: Camera rotate left
Mouse right: Camera rotate right
Left click: select target in cross hairs
Where select could mean instruct your character to attack the target, move to the target, talk to the target, etc. Those controls aren''t necessarily set in stone (they could probably be refined) but that''s the general idea.
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