That was a damn good post Multi. I was gonna reply with basically all of the same points, but it would have been a lot more sarcastic and insulting. Let me take the next one.
So, crouch jumping onto ledges that are too high acts like a clamber that doesn't prevent combat functions because of the way the unreal engine does player movement by default. Do any of you think that an auto clamber like this would be beneficial to an H:CE style game? I'm kind of iffy about the whole thing.
Anything that glues your player to the map isn't good. Being able to shoot while you do it just makes it slightly less shitty. Either increase the jump height, add a double jump or wall kick, or lower the ledge
The problem with the crouch clamber thing is that the ledge is being interpreted as a stair step. Once I place smooth ramp clips to the staircases I can remove the stair step problem. Edit: It only 'clambers' if you actively move directly more than 45 degrees towards the ledge. Otherwise it doesn't even mess with momentum.
I'm just saying. The second you take control away from the player you're making unnecessary compromises for no reason. If ever in the history of your game that animation costs a player a life, then you ****ed up. If it's actually that minor of an assistance than you should have no problem either tweaking jump height a few units or making the maps just a few inches lower
My own UE4 FPS has a clamber / mantling replacement in the form of "hover-bumping". Basically, you can hover (Stabilizers) in-air without having to be in ADS, with it currently being done by holding the jump button. If you hit jump again while hovering, it'll cancel you out of it and from there you can double jump, move, etc. depending on what you want to do. It's got a toggle, but as-is thrusting will take you out of the hover as well. If you stay hovered for the max duration (which is currently 3 seconds) and don't cancel out of it, it'll give you a little upward impulse which gives you about half the height of a grounded jump (or a third of the height of an air jump). Since hovering affects your speed / air control like Stabilizers do, you have a fairly limited range of motion, but that little boost the player gets is typically just enough to clear small ledges and spaces that would likewise be plausible with clamber. I'm not planning on having a radar / minimap / motion tracker, so giving clamber what amounts to a "charge" time in the hover duration helps prevent players from getting swarmed from all directions, as well as the capacity to giving hovering and hover-bumping extremely obvious audiovisual cues - even if you don't see them, you'll generally know that someone's either hovering or about to pseudo-clamber via hover-bump when it happens. Not only that, but provided the default setting only permits one full hover / stabilization per airtime, it means that players also only get a single clamber unless they land again, which requires it to be used more sparingly.
Really interesting take. Personally I hate when there's loud audio cues that prevent free movement, I'm having flashbacks of Halo 4 where everyone stutter stepped around to avoid footstep noise or the pistol **** in CE, but cool nonetheless. Any screenshots on your current project?
Every halo since Reach. This place was poppin all 3 years of Halo 3. But you already knew that you were way cooler than me. I remember you had some bitchin stuff back then