Maneuvring /interaction polishing in FC6
Been playing FC insanely much, by definition ;). Each game I regard a masterpiece. However, diamonds desserve their proper fassetts-
- Diving to ground(suggested in a fc5 thread, awesme). I suggest double tapping 'jump' should trigger this move and move directions its direction. When down you stay down unless you press 'jump' or 'sprint+move' and are allowed to look and aim arround freely.
Obviously getting all way down should allso be possible, perhaps by double tapping 'crouch'.
Climbing/Mantling
-I realized that half the times I grab onto ledges it is by mistake. A fix might be you only grab ledges while 'jump' is held.
- Similar with ladders. Best treated like a grappling platform, activated when facing next to it by pressing 'interact'' and instantly dismounted by pressing 'crouch'. Allso, Sidearms and throwables should be usable while on ladders.
- Slopes, cliffs, debris- maneuvring these is mostly great allready. But I remember playing the Xenomorph in Alien vs Predator- climbing any ceiling and wall seemlessly. Surely climbing and slid breaking on slopes can be improved upon for FC6- nicely tied to your ability to holster weapons < such a wonderful feature, which should allow for all kinds of climbing, sparring and parcour in future FCs.
Interacting and picking stuff up
After a shootout it sometimes gets hard looting bodies or entering vehicles because of all the weapons scattered arround. The 'pick up weapon' prompt blocks any other interaction prompts. Same way the interaction prompt for containers or vehicles can block the 'pick up weapon' prompt. A solution might be that 'pick up weapon' prompt is only allowed while 'interact' is held and activated when 'attack' is pressed. Other interaction is withhold until 'interact' key is released.
- Exiting vehicles on the wrong side can be troublesome. Pressing 'interact' and either steer direction should let you choose from which side to exit- with sidearms and throwables useable while doing so. Allso, upon exiting vehicles the animation should put function over realism; Closing a car door is not essential in the midst of a fire fight- nor to pull the stand out under some urban friendly motorbike(just drop it to the ground)
Any other suggestions?