A whole lot has been said about the vehicle physics of ET:QW and it sounds (and looks) like its going to be complete awesomeness.
However we’ve seen relatively little about the physics governing our bipedal virtual counterparts. Really I just want to open up a discussion concerning what you think will be possible and what you would like to see.
Firstly it’s been mentioned a number of times that people will be able to take Huskeys out and over special vehicle trickjumps. However a large part of ET movement was based around trickjumping: as in, fuel dump jump, oasis wall, strafe jumping bunny hop etc etc. I know for a fact that the DooM 3 Engine which ET:QW is built natively supports the same physics flaws that allow for trickjumping. However it would be interesting to know whether these have been disabled/overcome or infact catered for in ET:QW.
Obviously it would still be fun to trickjump with infantry for a lark, but then it does ruin general gameplay when you come up against a bunnyhopping wanker on speed.
Secondly the way in which players die is oft debated: Will we retain the fall over backwards animations for everything/ only when shot/ new better animations/ ragdoll physics or a hybrid system. I know again that the DooM 3 Engine supports ragdolls in a much more subtle way than the later BF games, however will this be changed/removed for ET:QW.
From the video’s we’ve seen so far it would appear that there are no ragdoll physics on player deaths (even for one soldier being blown up by a goliath). Regardless many sources have claimed that ragdoll IS included in the game, including this article from back at the beginning of 2006:
http://www.telefragged.com/index.php3?file=previews/etquakewars/index2
What form do you think infantry deaths should take. Do you think network speed is a deciding factor, or do you feel the immersion quality is more important? What would you settle for? And what would be completely innappropriate?
Sorry to bring this subject up again, I’m just wondering what the general consensus is in the community these days.
(Don’t hurt me too much)