• Running speed
Direction wise it should stay the same in all directions to enable effective backward movement.
Speed wise it shouldn't surpass the top movement speed of previous iterations, in general
it needs to be fast without getting out of control.
• Acceleration
I personally think thats an important point and that acceleration should be very fast to the point
that it's almost instant. Being able to change directions while walking is what made "walking" viable
as opposed to dodges against any kind of weapon type.
• Air control
Air control should be fairly limited, i think that is part of the risk/reward of jumping or dodging.
Being in the air generally makes you vulnerable to but you gain speed/position.
The one person in the WIP forum had an interesting video where he showed his implementation
of a "quick-fall" button that enables you to accelerate your falling speed.
I think this is a great idea to implement because this could allow higher/further jumps without
the game becoming a flying simulator.
• Jump height
• Gravity
Thats a topic that i think is hard to really talk about without testing it and experiencing it first hand.
In general i liked the jump height in 2k4 because it enabled much more interesting map design but people have been complaining that it feels very floaty.
The best compromise (at least worth testing) could be high jump height + high gravity.
• Dodging
• Double jump
• Wall dodge
I think the 2k4 "moveset" was perfect feature wise. Improvements on height/arc/speed of the jumps are possible though.
In general i think double jumps should be quite high but slow to establish a risk/reward scenario.
Dodges have been great previous iterations, fast and low to make them viable during combat.
• Impact/Rocket jumping
• Team boosting
• Lift jumping
All i can say is "Please don't remove those".
• Ramp boosting
Ramp boosting is great. I think it would be gread if it was very fast depending on the slope. Similar to a dodge. I think it should be less focused on "sliding up a ramp"
and more on "fast sliding along ramps"
• Jumppads
Jump pads are neat, one possible improvement would be if jump pads could alter the jump properties completely including gravity.
Direction wise it should stay the same in all directions to enable effective backward movement.
Speed wise it shouldn't surpass the top movement speed of previous iterations, in general
it needs to be fast without getting out of control.
• Acceleration
I personally think thats an important point and that acceleration should be very fast to the point
that it's almost instant. Being able to change directions while walking is what made "walking" viable
as opposed to dodges against any kind of weapon type.
• Air control
Air control should be fairly limited, i think that is part of the risk/reward of jumping or dodging.
Being in the air generally makes you vulnerable to but you gain speed/position.
The one person in the WIP forum had an interesting video where he showed his implementation
of a "quick-fall" button that enables you to accelerate your falling speed.
I think this is a great idea to implement because this could allow higher/further jumps without
the game becoming a flying simulator.
• Jump height
• Gravity
Thats a topic that i think is hard to really talk about without testing it and experiencing it first hand.
In general i liked the jump height in 2k4 because it enabled much more interesting map design but people have been complaining that it feels very floaty.
The best compromise (at least worth testing) could be high jump height + high gravity.
• Dodging
• Double jump
• Wall dodge
I think the 2k4 "moveset" was perfect feature wise. Improvements on height/arc/speed of the jumps are possible though.
In general i think double jumps should be quite high but slow to establish a risk/reward scenario.
Dodges have been great previous iterations, fast and low to make them viable during combat.
• Impact/Rocket jumping
• Team boosting
• Lift jumping
All i can say is "Please don't remove those".
• Ramp boosting
Ramp boosting is great. I think it would be gread if it was very fast depending on the slope. Similar to a dodge. I think it should be less focused on "sliding up a ramp"
and more on "fast sliding along ramps"
• Jumppads
Jump pads are neat, one possible improvement would be if jump pads could alter the jump properties completely including gravity.
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