Personally I'm more in favour of slower cover-based combat, rather than run n gun Quake-like.
And since the game is centered around stations and ships, infantry combat should definitely favour staying on the ground, rather than flying. Treat it as last resort to your feet back on something, rather than viable approach to combat.
I agree with not too short TTK, but also would like it to devolve in DPS fest. The person who hit first or is in better position should definitely have upper hand.
So things I'd like to see:
Slow acceleration for jetpack. So no silly left-right insta-strafing. Maybe also noticeable difference between front and lateral acceleration.
Acceleration on the ground shouldn't be instant either, but certainly more responsive than jetpack.
Recoil. And I mean actual force that can send you flying if you went for really big guns. Extra magnet on the knee to help mitigate it.
Bullet impact force. So if you're being shoot at, the first response should be seeking cover, not shooting back.
Nearby hits affecting your aim by shaking the camera. Sometimes called suppression mechanics. I know it's controversial, but I like it. So if your cover is being shoot at, you either change it or wait for the shooter to run out of ammo, not peak and shoot back.
I like charged jetpack-assisted jumps, but they should be possible only from the ground, close to perpendicular to it and forward.
I like the idea about OHK weapons warning the victims. Although I'd rather have the light beam to always appear before the shoot. So sniper press trigger (or go into scope view) to activate the gun, and can shoot 2s later. Then bullet trail can stay for prolonged time (also 2s) to reveal camper possition.
And since the game is centered around stations and ships, infantry combat should definitely favour staying on the ground, rather than flying. Treat it as last resort to your feet back on something, rather than viable approach to combat.
I agree with not too short TTK, but also would like it to devolve in DPS fest. The person who hit first or is in better position should definitely have upper hand.
So things I'd like to see:
Slow acceleration for jetpack. So no silly left-right insta-strafing. Maybe also noticeable difference between front and lateral acceleration.
Acceleration on the ground shouldn't be instant either, but certainly more responsive than jetpack.
Recoil. And I mean actual force that can send you flying if you went for really big guns. Extra magnet on the knee to help mitigate it.
Bullet impact force. So if you're being shoot at, the first response should be seeking cover, not shooting back.
Nearby hits affecting your aim by shaking the camera. Sometimes called suppression mechanics. I know it's controversial, but I like it. So if your cover is being shoot at, you either change it or wait for the shooter to run out of ammo, not peak and shoot back.
I like charged jetpack-assisted jumps, but they should be possible only from the ground, close to perpendicular to it and forward.
I like the idea about OHK weapons warning the victims. Although I'd rather have the light beam to always appear before the shoot. So sniper press trigger (or go into scope view) to activate the gun, and can shoot 2s later. Then bullet trail can stay for prolonged time (also 2s) to reveal camper possition.
I don't want it to feel bouncy like quake... Tribes is a very different feel... But it's still more counterplay focused. You don't win a fight just because you took the first shot and forced them into cover. You can actually battle each other openly... But again it's not because it's super bouncy or because it's a slugfest.
It's because you always either need to be very close to hit consistently enough with a high rof weapon which is hard or you need to hit them directly with two slow moving projectiles or get 3-4 aoe hits.
Getting hit and near hits can heavily disrupt you but not to the point where you can fight back.. Mainly because they can't keep doing it constantly. It's very hard to land clean hita.
I'm working on a prototype of a game idea that's inspired by starbase but entirely focused on Infantry combat and it will represent what I hope they do or at least something close to it.
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