| > My brain doesn't "point" at something in Vi motions... In emacs there's a mode called ace jumping. Essentially, it lets you pinpoint exactly on screen where you want to move the cursor ~3 keypresses. Similar to how the vimium extension to Chrome let's you jump to any link/button/control with two keypresses. These aren't motion commands as you'd typically get in vim/emacs; instead it's a different interface to allow directly jumping to an arbitrary position (more of a warp than a movement). http://emacsrocks.com/e10.html Anyways, the point I wanted to make is that even some instances where the mouse is considered superior can be negated by a different UX. So consider the idea that FPS games are more effective with a mouse. I believe this is a UX choice to reward developing mouse skills, not a fundamental limitation of the keyboard. As such, consider the following levels of keyboard FPS controls-- Option 1: Aim by directional arrows. Will be beat out by a mouse user for sure. Option 2: Aim by movement commands (e.g. B skips and tracks the target on the left, F skips and tracks the target on the right, etc). Might be on par? Definitely has a different learning curve than using a mouse. Option 3: Aim by label. Every target has a letter hovering over its head, and pressing the key will aim & track at that target. I suspect this would be much more _efficient_ control scheme than using a mouse. Option 1, is akin to navigating text with arrows, Option 2 is akin to navigating with jump commands, and Option 3 is akin to navigating with an ace-jump type interface. So although #3 would be considered unfair in a typical FPS context, as a programmer I just want to reduce effort as much as possible. |