Pete B
THE GOD'Z THEMSELVES The Scourge.
40
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Posted - 2013.10.19 01:32:00 -
[1] - Quote
I would love a 'Brink' style parkour/mobility system;
- Scouts can run fastest, can jump highest and can pull themselves better then any other class, and can 'parkour' in that they can wall run or at least get a jump boost when at or very close to walls
- Mediums are well rounded; can vault, and can climb things within arms length, but don't get the speed, jump or wall run bonus of scouts
- Heavies can only vault and are generally slow and sluggish
- Jump is still there but would be more of a 'dodge' option rather than 'mobility'
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Pete B
Blood Unit 13 Zero-Day
100
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Posted - 2014.02.01 03:33:00 -
[2] - Quote
Baal Omniscient wrote:Sole Fenychs wrote:Pete B wrote:I would love a 'Brink' style parkour/mobility system;
- Scouts can run fastest, can jump highest and can pull themselves better then any other class, and can 'parkour' in that they can wall run or at least get a jump boost when at or very close to walls
- Mediums are well rounded; can vault, and can climb things within arms length, but don't get the speed, jump or wall run bonus of scouts
- Heavies can only vault and are generally slow and sluggish
- Jump is still there but would be more of a 'dodge' option rather than 'mobility'
Seconding this. It would be the perfect template for some nice dropsuit variety. Hell, it would be a way to indirectly nerf vehicles - If dropsuits can parcour, they will have mobility options that can offset the power and speed of most vehicles. I think the ability to run up walls would be a coding nightmare for CCP at this point.... Though vaulting would probably too. However, I believe that might deserve it's own thread. I'd prefer to keep it to simple vaulting and edge grappling for starters.
TBH it can't be too hard. The hardest part is trying to create an animation system to work with it.
If the hit box is X meters away from the wall, then when the player looks at the wall, and jumps, the wall run animation activates for scouts. Once the hitbox touches designated edges of walls and such the climbing animation activates.
The real issue isn't in trying to make the mobility itself work, but trying to make a fluid animation system that doesn't clip through objects, and doesn't make the body do bone breaking movements.
If CCP is nice companies will lend code from their games that have parkour systems, Crytek with Crysis, Splash Damage with Brink, or DICE with Mirrors Edge |