ED supports a variety of control schemes KBD+Mouse, Gamepad, and HOTAS, and it supports VR. I'd like to see other VR specific control schemes that make full or partial use of the various types of tracked controls VR systems offer be supported.
There are a variety of VR controls that various groups of people want to use.
There are various reasons to support VR controls.
I can understand players wanting Fronter to focus development time on fixing other bugs. I've got programming experience myself and would love to try tackling control additions myself if Fronter had a way to support community based development. Sadly most of these control schemes cannot easily be made as external programs; at least not in the optimal way.
There are a variety of VR controls that various groups of people want to use.
- Menu controls: The ability to point at game menus with tracked controllers to change options and start playing the game.
- Galaxy map controls: The ability to grab (trigger or grip button) the map and pan it by pulling/pushing it. And a 2-handed pinch-to-zoom like gesture to scale the map. (other suggestions welcome)
- HOTAS + hand tracking hybrid: Using either VR gloves or leap motion to make it so when you let go of your HOTAS your in-game hands move as your real hands do.
- Virtual throttle and stick: See VTOL VR for a demonstration of how this would work and a demonstration at how reliable and precise it can be when you anchor your controller on your leg.
- Gesture controls like in X Rebirth VR.
- In cockpit controls: Making it possible to use the various buttons you have in the cockpit to directly control the ship.
There are various reasons to support VR controls.
- It's nice to see your hands actually move in VR when you take a break and let go of the controls.
- As VTOL VR and X Rebirth VR have demonstrated, the level of control a virtual throttle and stick offer is beyond just acceptable. PvP and some advanced combat players may want to stick to their HOTAS (which will of course still work). But Fronter have stated they want a variety of player roles to be viable forms of gameplay, and the combat based player roles that might warrant a physical HOTAS make up less than half of these player roles.
- Some roles like explorer and long distance trader can have less use for combat precision and more use for the ability to relax while they are waiting for their ship to travel point to point. There are already VR players using overlays to watch things on Netflix in their cockpit while they are flying around in ED. I believe these players may find it significantly more useful to be able to see their hands move when they aren't controlling the ship, see where their hands/controllers are when interacting with their overlays, and see where their controls are when they need to quickly start flying again.
- Elite Dangerous explicitly supports multiple controls shemes, you do not require a HOTAS to play. The ability to play with the Kbd+mouse that come with your PC is a supported way to play. Given that I don't think it's unreasonable to support playing the VR mode of ED using hardware that comes with the VR system.
- Even if you can use voice commands for some ship functions, there are still some things you may want in-cockpit buttons to activate. Voice commands and cockput buttons are not mutually exclusive, rather they complement each other.
I can understand players wanting Fronter to focus development time on fixing other bugs. I've got programming experience myself and would love to try tackling control additions myself if Fronter had a way to support community based development. Sadly most of these control schemes cannot easily be made as external programs; at least not in the optimal way.