@OP Obviously there are a lot of people who want it and some who don't. I will however give you a control scheme for the Wiiremote. This won't work for Natal. The game setting for the control scheme is Gundam in space. In no way could this be done aqueductly on a classic control. Though the Sixaxis maybe able to perform it. Though it still needs some refinement
Wiiremote + Nunchuk
Nunchuk
Z. Hyperthrusters used to perform quick burst of speed.
C. Brakes, movement stabalization. apply force until 0 vector velocity
Analog Stick Directional movement(4 input)
-Up forward
-Down backward
-Right/Left strafe
Analog Tilt Rotation(pitch/yaw/roll)
-Forward/Back tilt, pitch(look down or up)
-Right/Left roll, roll(barrel roll :P)
Heavy Motion any direction would result in a 180 degree fast rotation in made gesture diction
Total distinct nunchuk input 14. Relatively intuitive. Movement by stick, body state controlled by tilit.
WiiRemote(damnd this is a long one)
A. Seconday Weapon fire(missles, counters...)(also can serve as manual target locks, context)
B. Primary Weapon(rifle, lance...)
Digital Down. Primary Weapon select
Digital Up. Secondary Weapon select(indeed these do not allow scroll back, just straight cycle)
Digital Right. Lock a target into tracker(potential for multi target lock for missile sprays :P)
Digital Left. Cycle through enemies
+. Menu screen/Pause
-. Hud
1. Communications menu popup(scroll through options with digital pad or pointer)
2. Communications selection
IR Pointer. Serves as targeting recital.
Basic IR Pointer bounds. Turning right, left, up, down(mixes with pitch)
Tilt. Would tilt the upper torso to increase directional shooting. This is optional as you can do with out. But it would allow to maintain vector velocity while allowing increased strafing shooting bounds.
Wiiremote 18 current mapped input. Of course it needs refinement and some of them do cross. This may be inappropriate and could be changed to something I missed. Current mapped input is at 32(14+18).
Classic controller mapping
---Left side
1 analog stick. Serves as both turning and target reticle.
1 digital pad, rotation(pitch/roll)
L1. Brakes
L2. analog hyper thrusters(more controller than the digital Z. bonus), L2.click full thrusters
R1. 180 pitch(this would flip resulting in an upside down)
R2. 180 yaw
---Right hand control
X. Primary weapon
0. Secondary Weapon(target lock)
#. target cycle
/\. Weapon Select for both?
Start. Menu/Pause
Select. Communications window(wingmen)
Right Analog. movement
Now as you can see by the comparisons. The Wiiremote+Nunchuck is not only more intuitive. It has more simultaneous input. It also allows you to control more input at one time. the nunchuk doesn't require you to move your thumb to 2 different locations. The Wiiremote allows me to serve all my primary functions without any difficulty. Now I can make the controlls simpler. Swap the shooting to R1 that way my R.IndexFinger is alway on fire. No matter how you map such a game from Wiiremote to Classic you will DUMB DOWN AND CRAPIFY the control and lose out on a considerable amount of control. The Sixaxis does have tilit, but hey the OP is about death to motion not inclusion with Sixaxis.
There you go a HARD CORE control scheme would become shit under a classic PS360 controller. Now I know games have been done in a classic control scheme, but they typicly dumb down space. The Wiiremote combo would keep space and make it simpler and intuitiver. Something that's not possible on the others. Of course most games don't need this level of input so it's not a big deal, but more simultanteous input that's simpler is total win.
Squilliam: On Vgcharts its a commonly accepted practice to twist the bounds of plausibility in order to support your argument or agenda so I think its pretty cool that this gives me the precedent to say whatever I damn well please.







