Anyways, another thing to consider is what happens when you land upside down? When you land on your feet, that's easy enough to code. But landing at any angle? You know what that would mean? rag doll physics. I'm pretty confident the devs don't want to stick that much realism into this game. I mean, if this game were real, you could land on your feet if you stopped your jets while still going forward. You'd do a sort of run/skip thing like the game does. If you landed on your head (which people WILL do), you'll go tumbling across the landscape and then have to pick yourself back up.
1. Touching any surface with anything, other than your feet will result in slight but constant damage. Damage is directly proportional to the speed of the character. Similar to fall damage vs speed.
Let me describe how this is going to be. If the character is standing still, and is made to turn upside down, he will be on his head, taking constant damage. Meaning, if he stays like that, he'll die. As for a moving character, it's already in my quote. The intensity of this constant damage will depend on the traveling speed of the character.
Although, I'd very much love to see some rag doll physics in the game, it would be too much to do. The game might require total overhaul, which would be a waste of time, for sure.
As for how the current physics will cope with the concept, it's rather simple. As one person posted here, Sky-Axis allows you to "lay down" on the surface. But in truth, the character will look like he's levitating.
This is how, it will look, during stand still. This just looks like he's floating, but he's actually touching the ground. Character will take continual damage, until he reverts to vertical alignment position. So, if the character is moving, and did not align himself properly(meaning, the player did not double tap the Sky-Axis), his speed will reduce, and he would move just as he does while running. Because of this, there will not be any rag doll physics needed.
Mahidhar:
When posting a suggestion that is mean to improve the game, its your responsibility to defend the improvements your suggestion will make, to every player that might encounter it if it were to go live. You can't just say that it isn't your problem if this mechanism will make the game suck balls for noobs, because even noobs are part of the player base, and yes it does matter if they have fun.
I know it is my responsibility, and this is why I'm replying to all the posts, here. Let me give you an example. There are some people who play in 250+ ping, in the servers, and you sometimes see them posting about how unfair it is for them, to lose a certain weapon or game element, as it's really hard to play in that ping, and that weapon is the only thing, helping them make any difference. Now, while this is true, we just cannot take into account, ping issues while creating a game. All games out there, including Legions are meant to be played in less than 50 ping.
This would also be the position of newcomers. If you don't want them to "get owned" all the time, and want them to have a chance against the experienced, you have to give them a bigger stick, which is not going to happen in Legions. The best approach would be, by creating some kind of system, like special servers, single player simulations, target practice areas etc. Restricting content for the game, is not the way to go.
Another thing, how are we supposed to aim while holding down alt? if moving the mouse to the side will make us roll left, and the left key will still apply leftwards momentum, what moves the reticle to the left?
Moving the mouse sideways, in Sky-Axis, will not let you roll sideways, you will turn sideways(along with your reticule). But when you hold down A/D, you will
bank sideways. When you hold down the Sky-Axis key, your reticule will be fixed to your body, in upward direction(like how it is in Overdrive). You will still be able to aim and more, you'll be able to aim in any direction. But while doing this, your body will just be moving with your reticule, therefore you have to re-align yourself back to the normal position, once you are done.