In discussion with @ChAzZ_NuT , he mentioned how strange the shield surfing concept is, and (to paraphrase/interpret) that it isn't very "heavy" of the heavy.
I'm not arguing for the removal of that, but for another, optional, movement style.
He described the heavy as being so heavy that it requires thrust to make it off the ground. It takes a moment to power up and take off; think of a space shuttle's rocket.
Additionally, it would require breaking thrust. This lends to the obvious "what if the heavy didn't break?", which becomes the obvious deepstryke. Maybe have that be the default and it does damage to both the frame and the area.
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The second idea borrows from the Capcom game Ōkami. It is a large "open world game" (with the limitation of a PS/2). There is no fast travel / teleport; the player must run from place to place. Like other animal games, movement is extraordinarily important to get right. It has beautiful walk and run animations, but what is most impressive is it's dash.
The player can:
- Press the dash button and get a hint at it
- Hold a direction to run, and continue to hold. This is how players are pleasantly surprised at the mechanic.
- Dash and hold a direction to begin running immediately.
I can easily see a light frame go from running to deploying it's mount.
This would also be an excellent way to deploy "skim mode":
No Man's Sky had a bug they left in; the punch-thrust. With it, the punch mechanic's forward momentum becomes a multiplier to the thrust.
The medium has a dash/dodge mechanic which would fit well with the Okami dash-run or this No Man's Sky punch-thrust.
This would also be spectacular for light frames to get their speed (or height if they can go up a slope). Don't give them super jump powers (by default), make them work to get their initial verticality. (but maybe make it easier for them to stay up than with other frames, but also easier to knock down)
Light frames are reportedly to have wall-running ability, which might fit in well with this.
I'm not arguing for the removal of that, but for another, optional, movement style.
He described the heavy as being so heavy that it requires thrust to make it off the ground. It takes a moment to power up and take off; think of a space shuttle's rocket.
Additionally, it would require breaking thrust. This lends to the obvious "what if the heavy didn't break?", which becomes the obvious deepstryke. Maybe have that be the default and it does damage to both the frame and the area.
-
The second idea borrows from the Capcom game Ōkami. It is a large "open world game" (with the limitation of a PS/2). There is no fast travel / teleport; the player must run from place to place. Like other animal games, movement is extraordinarily important to get right. It has beautiful walk and run animations, but what is most impressive is it's dash.
The player can:
- Press the dash button and get a hint at it
- Hold a direction to run, and continue to hold. This is how players are pleasantly surprised at the mechanic.
- Dash and hold a direction to begin running immediately.
I can easily see a light frame go from running to deploying it's mount.
This would also be an excellent way to deploy "skim mode":
No Man's Sky had a bug they left in; the punch-thrust. With it, the punch mechanic's forward momentum becomes a multiplier to the thrust.
The medium has a dash/dodge mechanic which would fit well with the Okami dash-run or this No Man's Sky punch-thrust.
This would also be spectacular for light frames to get their speed (or height if they can go up a slope). Don't give them super jump powers (by default), make them work to get their initial verticality. (but maybe make it easier for them to stay up than with other frames, but also easier to knock down)
Light frames are reportedly to have wall-running ability, which might fit in well with this.