I'm still adjusting to Elite Dangerous' unusual control system (Pitch/Roll), but it is growing on me (to my surprise!). However I'm finding that both Absolute Pitch/Roll and Relative Pitch/Roll have different good & bad points (i.e. neither is ideal) when used with mouse control.
I hoping that Frontier will implement Absolute Pitch/Relative Roll, as I think this would be the ideal solution. I'm sure that with enough practice I could get kinda OK with either existing control method, but I think this alternative would combine the best aspects of both & would need far less practice. My explanation follows:
- With Absolute Pitch/Roll (APR) I can easily chase a fighter that is pitching sharply up, by simply pushing backward until I am at maximum pitch rate. Unfortunately this also applies to rotation, so once I start rotating fast I keep rotating until I push the other way sufficiently... this is a problem because (unlike pitching) rotation is very quick, so I can easily overshoot past the rotation I wanted. Also AI fighters don't continuously rotate, but they often do continuously pitch.
- With Relative Pitch/Roll (RPR) I can easily chase a fighter that is rotating (banking) left, by simply pushing left until I have aligned myself with it's new rotation. Unfortunately this also applies to pitching, so if a fighter is constantly pitching upwards, I have to keep pushing backwards... this is a problem because with a mouse you run out of pad space (while with a trackball your thumb just gets very tired constantly rotating the ball).
So what I want is APR's great pitching controls & RPR's great rotation controls. In other words Absolute Pitch/Relative Rotation (APRR)!
If Frontier add this (and I really really hope they do), then they will also need to have separate Mouse Sensitivity for Pitching & Rotation. Why? I found that when using RPR I wanted maximum sensitivity (so that movement was quick enough & not tiring), while with APR I had sensitivity quite low. So with Absolute Pitch/Relative Roll (APRR) I will want pitching to have low sensitivity & rolling to have maximum sensitivity! Separate Mouse Deadzones might also be helpful (or might not).
Having two Mouse Sensitivity sliders would not add unnecessary complexity, because when not using APRR you would either (1) have just a single slider as before (the ideal option), or (2) have both sliders linked together (so they had the same value).