Thanks for all the bug reports and suggestions!
I see several requests for movement improvements. I’ll post some thoughs here. Philosophy is due to change once combat is in. So keep that in mind. Without the context of combat, we just don’t know what is *right* for movement yet.
1) Fuel regen: I am for regainig fuel at a slower rate while in the air, but not while gliding. The reason is that with regen while gliding, you end up being able to infinite glide across the map. I could add a longer cooldown, but the wing cooldown feels long enough as is. We also have the ability for it to cost fuel on each wing deploy, which could lower the cooldown rate. Will experiment. if you want to travel long distances (but slower than gliding), that is what skim mode will be for. Skim mode takes a moment to engage and then lets you fast travel and skim over the terrain at a low height, then disengage to go back into regular movement. This is a planned feature we’ve yet to implement.
2) Fuel regen while not jetting in air. This rate cannot be equal to jet fuel consumption rate. Some have asked for the same regen right on ground, in air, or gliding. This would mean you never need to land. Not only does this shrink the world, but it means all combat would be in air all the time. This is not the intent. The intent is that ground combat is a thing, and jets helps but have risks/rewards, and gliding is a quick escape if you need it. You should be fighting mostly on the ground, using jets and glider strategically.
3) Guns while gliding. Gliding is fast and a long distance, this would be very abusive. Again it would force players to always glide to be most effective while shooting and this isn’t mean to be a flight simulator. My feeling is that weapons and abilities during glide, combined with glide anytime, is a recipient for having everyone always gliding in combat, which is not the intent.
4) Jet feel and landing. I agree there needs to be more air control in the air and more friction when you land so you don’t slide off small hills.
5) Double tap jets: These are coming for quick strafe moves in air, but they will be craft able modules. We want movement modules for things to be upgradable for different things like mid-air strafe dodge, etc.
6) Ground movement and obstacles. I’m going to go into the build and play with this a bit. People are saying they are obstructed a lot on the ground. We can play with the slope degree you are allowed to run up on, the step up height, the jump height and also might considering handsprings over lower obstacles like some games do.
Again, these are just current thoughts based on no combat, no enemies. Fluidity of movement is important, but we also don’t want to turn this into an air combat based game.