Just a curiosity really.
On Attack From Mars, for example, when the viewpoint 'steps back' to launch the ball, the fire button disappears from the HUD and tapping anywhere launches.
On BSD, the HUD button persists, and is the only way to launch. This seems slightly suboptimal for a few reasons:
1) Ergonomics. It's a bit more awkward to reach the button than just to tap anywhere.
2) Usability. I have my button positioning set up so the floating button is only about 1cm away from the 'actual' button on the table, which probably makes this worse, but irrespective it seems arbitrary having two identical buttons, and disabling the 'actual' one.
3) Immersion. It just feels a bit more right tapping the table to me (perhaps ideal would be mapping the launch button to where it appears on the table..)
Only counterargument I can think of is that the skill shot is about timing, so this might be a deliberate bid to stop accidental launches.
Any ideas?
On Attack From Mars, for example, when the viewpoint 'steps back' to launch the ball, the fire button disappears from the HUD and tapping anywhere launches.
On BSD, the HUD button persists, and is the only way to launch. This seems slightly suboptimal for a few reasons:
1) Ergonomics. It's a bit more awkward to reach the button than just to tap anywhere.
2) Usability. I have my button positioning set up so the floating button is only about 1cm away from the 'actual' button on the table, which probably makes this worse, but irrespective it seems arbitrary having two identical buttons, and disabling the 'actual' one.
3) Immersion. It just feels a bit more right tapping the table to me (perhaps ideal would be mapping the launch button to where it appears on the table..)
Only counterargument I can think of is that the skill shot is about timing, so this might be a deliberate bid to stop accidental launches.
Any ideas?