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Goal[edit | edit source]

The goal of Avarice's control scheme is to mimic the controls we take for granted in any action game: intuitive aiming, snappy movement. Thus, anyone familiar with Freelancer, Crimson Skies, MechWarrior, or even non-vehicular games like Counter-Strike should feel right at home!

We are purposefully avoiding that feeling of "floatiness" that occurs in games like Kerbal Space Program and other physics-engine-centric vehicular games. Those types of games are hilariously fun because the vehicle moves unpredictably until you get a lot of practice, or you fine-tune its design. In Avarice, we want you to fine-tune your ship design for efficient destruction (whee!), not "how do I fly this thing again?" It's not to say either game design is incorrect, they're simply different games with different goals.

Avarice's goal is not to be a physics sandbox... it is all about explosive vehicular combat! This is particularly important to us because we wish to one day have some awesome competitive multiplayer!

Movement[edit | edit source]

Movement is straight out of the books of first person shooters: directional keys to move. Unless you're doing some daring maneuvers, you probably will not even have to worry about the walls or pesky gravity getting in the way!

Initially, with small ships, your ship movement will feel very snappy and fast. This is due to the low weight and small physical size of your ship. As long as a small ship has some forward thrusters and VTOL (vertical) thrusters, most newbie pilots will feel right at home!

Once you build bigger, more complicated, ships, you will need to have to have more awareness of your ship. Heavy armor, specialized weapons, and other heavy equipment will slow down acceleration and lower top speed. You may need booster engines to reach maximum speed quicker, or quick stop engines to brake faster. You will also be physically bigger, meaning collision risks may be higher.

Aiming[edit | edit source]

At its lowest level, you simply aim your crosshair at the enemy.

With smaller ships or ships with less specialized equipment, most weapons have enough pivot, essentially auto-aim, to hit your crosshair; no manual adjustment necessary! Most of the machine guns, such as the 20mm or 40mm cannons, have high pivot. As long as the barrels of your guns are relatively facing the right direction, they will pivot the rest of the way to hit your target. Most pilots will not even notice that their weapons are pivoting to help them hit targets!

However, with large ships with specialized weapons, you may need to adjust your aim, ship orientation, and/or ship position to help your weapons hit their intended target. For instance, the 70mm artillery cannon (effectively a sniper rifle) has minimal pivot. This means that the gun may not be able to turn enough to hit your crosshair, unless you increase range, place the 70mm closer to your cockpit, or orient your ship to face the target.

In situations where your ship is simply massive, such as ships that are over 30 meters, you will need to strategically position turrets. The great thing about turrets is that they will automatically acquire targets and shoot them. However, if they do not have clear line of sight, such as being tucked inside your ship, they will not be able to shoot. You don't want to shoot yourself! It is best to place turrets on the highest and furthest extents of your ship to maximize their line of sight.

Binding Controls[edit | edit source]

You can rebind your controls in the Options menu, available from the main menu, the Hangar's ! menu, or the escape menu while in battle.

The game comes with default controls fit for right-handers, left-handers, and X-Box 360 controllers. Most people should be able to simply pick up and play the game!

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