I don’t think movement should be same as in Quake 3 or those games based on it, neither Quake Wars. I think there is a reason why Defrag is named Defrag. If you are performing a “difficult” trickjump in Quake 3, your mouse movement is kinda limited to that trickjump; you cannot aim at the same time at someone. Sure one can argue - thats just the pitfall; you need to be able to time those things correctly. Still, those 2 things bite each other in the ass.
Also there are players which excel at trickjumping, I mean there skill is so much higher then mine, I will never reach it - unless someone knowing what he does - would be training me. This also translates to Enemy-Territory and QuakeWars, there are tj’s only a few can do, and some of them are really OP, and had never been considered by the mapper. In ET its quite awkward, the very very good players, do use tj’s to get into position, but from that moment on there movement is different, as moving your crosshair increases spread.
One thing which separates CoD and many of those titles to the games I guess many here love, are the lost control over your weapon on a ladder, when running and in other situations. I consider the lost control while trickjumping more or less the same. As said it bites itself.
I have no solution, I don’t see for example more movement keys to be a solution - for the lolz, imagine wasd + an extra key in each direction, or playing on the numpad… The only thing I see is what BRINK started with the SMART movement, though it was bad implemented in my opinion. As far as I know its based on triggers what you can do, as such its a pain in the ass for mappers. It should be based on code, take as example water. If you let it on a surface, its movement is predetermined, you can code it. There is no need for triggers, it only needs correct physics set up.
Now I envision something, which would let me interact with all physics in the map, based on my current speed and the movement keys I press. Not mixed with my aim. I think the easiest to envision would be a ninja merc type, which can parkour.
I had really wanted the game to have prone, till I read an argument which convinced me, it promotes camping - so no prone please.
ET had 4 modifiers one could say, crouch, jump, walk and prone (not gonna count lean - as you can’t move while leaning). Never though about this but 4 modifiers is a lot. Maybe DB could also use something like that for the movement. One key for sliding, one for leaping (basically forward jump, with help of a hand - if an obstacle is in the way), hmm out of ideas there.
I think making those animations is no problem, but making them takes time. As such I doubt SD wants to waste as much time for something which might be crap. So they need to know beforehand if its worth to invest the time to create those animations.
To end this ramble, bunny hopping is always fun, imagine you had space to jump, and ctrl to leap. Oh I can already see em jump, leap, jump, leap…