Mahidhar
Member
Hey guys, it's Maxter again, with another one of his crazy ideas. All of us here, know why we love to play Legions, and choose to play it, over many other FPS games out there. There's barely any depth to the game, except for decent looking maps, but what really makes it fun, is the player physics we've all been accustomed to. The combination of friction-less jets, and the basic jump, run and strafe, made movement in Legions, far flexible compared to any other game we've seen out there so far(atleast for me, it is). Still, there is yet one thing, that seems to be missing, when it comes to character movement physics.
The idea: Have you ever noticed, that when you play the game, your character, is vertically aligned in the game. Meaning, no matter how maneuverable you think your character maybe, you can never really control the character body itself to move freely, i.e. to rotate by itself. When you think about it, you'll notice that the animations of the ski rods impersonate, the movements you make in the game. When you normally jet up, the ski rods actually tilt downwards, notifying you, that they are pushing the body armor upwards. Similarly, when you jet down, they tilt upwards, signifying the downward movement of the character body. Therefore I've always felt, that there should be a method where the character body can be rotated, using the ski rods. I know this sounds a bit strange, but I believe it adds depth and a realistic feel to the movement in Legions. Just for the sake of discussion, I'm naming this "Sky-Axis"(ability to rotate oneself freely in Legions).
Uses: Any idea, especially one, which is based on physics, like this one, needs to be useful, otherwise it would just be, a waste of time, to implement. But first, let me remind you that this is just an idea, and not the actual thing. I've only thought out a few interesting features, this game may have because of Sky-Axis, but I can't really say that they will work out, just as intended, practically. In fact, nothing does.
1. Enhanced Aim: The first and the most basic enhancement, one will notice in Legions, while using Sky-Axis is, the ability to consistently aim at targets. In all our chasing days, we've found ourselves to be chasing the enemy flag carrier, and gaining more speed than he has. We would then be forced to slow down, and try to match his pace, as we just want to stay on his back, and finish him off. There would also be scenarios, where the enemy Capper is floating above us, and we can't aim perfectly, because of the limitation of the vertical free look. Therefore, when you apply the Sky-Axis, you will be able to tilt backwards(all the way, if you want to), without the vertical limit and aim consistently. Meaning, if you turn your head backwards vertically, to a 45 degree angle, you will gain an extra 45 degree aiming angle to the top.
Another, and probably a better example would be, when the enemy Capper is taking the same route as you, and is approaching you. There is a chance that, he will pass you, by floating above you. Therefore, by using the Sky-Axis, you'll be able to turn quite a lot, while still being able to shoot at him consistently.
Now, we all remember the time when we used to Rocket Jump, just by pointing downwards in the IA's build of Legions. But, ever since the net fix was done, it's not as effective as it was back then. The reason to this is because the timing to the Rocket Jump is more appropriate, and instantaneous than it was in the IA build. So, when you point downwards and Rocket Jump, you will gain speed, but not significantly, although noticeable amount of height is gained. This happens because when a person tries to downward RJ, some of the splash will hit the player from the front, giving the situation, a sort of speed bump effect. This loss is inversely proportional to the speed of the character. Therefore, at higher speeds, the loss/speed bump effect, is reduced. That is why, it is effective for any player to make a quick 180 degree turn, shoot a rocket and turn back.
Here, by applying Sky-Axis, the player may shift the axis of the character, 45 degrees forward, therefore gaining an extra 45 degree aiming angle at his feet(note: it doesn't have to be exactly 45 degrees, as it is just an example, although the angle may be used to obtain the optimal balance between height and speed). He may then completely rid himself off of forward splash effect.
There is also an alternative to the hand grenade jump, if the player just requires speed, at the start of his route(or when he needs to get a quick start to the enemy base, without having to put up with the slow initiation of routes). Consider one of the towers, in either base on Zenith Cauldron map. For front routes, most Cappers would jump, and jet down to the slope in front of the base, from the tower. So to attain a quick start, the player would jump from the tower, while staying close to it's wall, and just after that, he will align himself, in parallel to the ground, so his feet are facing the wall of the tower, and rocket jumps.
2. Enhanced Overdrive: Sky-Axis allows for extensive use of Overdrive, in Legions. Players would be able to perform aerobatic maneuvers, with their characters, using the Sky-Axis ability. Now, imagine catching the flag with some of those maneuvers from the link, although, this would require few adjustments, to the current Overdrive physics. Such as; the vertical Overdrive limit, where when a Raider tries to Overdrive, higher than the usual 30 degree angle(maybe even 45, I'm not sure), the Overdrive simply breaks. You may remove the angular limit, and replace it with a time limit. Something similar to the amount of time given, when the player overdrives while pointing upwards. The player would then have time to perform, and complete such maneuvers.
Another adjustment which could prove to be interesting is to let walls be acknowledged as Overdrive initiators, just as any other horizontal surface. This would not make it possible, for the character to simply Overdrive off the wall without using the Sky-Axis. So, for him to do that, the player, before his character hits the wall, must shift his axis in such a way, that the character's feet will touch the wall, when collided, and then he may activate Overdrive. I believe this will give way, to various new and interesting methods of Overdrive Capping(may prove to be useful to Cappers, when defensive deployments are introduced).
The idea: Have you ever noticed, that when you play the game, your character, is vertically aligned in the game. Meaning, no matter how maneuverable you think your character maybe, you can never really control the character body itself to move freely, i.e. to rotate by itself. When you think about it, you'll notice that the animations of the ski rods impersonate, the movements you make in the game. When you normally jet up, the ski rods actually tilt downwards, notifying you, that they are pushing the body armor upwards. Similarly, when you jet down, they tilt upwards, signifying the downward movement of the character body. Therefore I've always felt, that there should be a method where the character body can be rotated, using the ski rods. I know this sounds a bit strange, but I believe it adds depth and a realistic feel to the movement in Legions. Just for the sake of discussion, I'm naming this "Sky-Axis"(ability to rotate oneself freely in Legions).
Uses: Any idea, especially one, which is based on physics, like this one, needs to be useful, otherwise it would just be, a waste of time, to implement. But first, let me remind you that this is just an idea, and not the actual thing. I've only thought out a few interesting features, this game may have because of Sky-Axis, but I can't really say that they will work out, just as intended, practically. In fact, nothing does.
1. Enhanced Aim: The first and the most basic enhancement, one will notice in Legions, while using Sky-Axis is, the ability to consistently aim at targets. In all our chasing days, we've found ourselves to be chasing the enemy flag carrier, and gaining more speed than he has. We would then be forced to slow down, and try to match his pace, as we just want to stay on his back, and finish him off. There would also be scenarios, where the enemy Capper is floating above us, and we can't aim perfectly, because of the limitation of the vertical free look. Therefore, when you apply the Sky-Axis, you will be able to tilt backwards(all the way, if you want to), without the vertical limit and aim consistently. Meaning, if you turn your head backwards vertically, to a 45 degree angle, you will gain an extra 45 degree aiming angle to the top.
Another, and probably a better example would be, when the enemy Capper is taking the same route as you, and is approaching you. There is a chance that, he will pass you, by floating above you. Therefore, by using the Sky-Axis, you'll be able to turn quite a lot, while still being able to shoot at him consistently.
Now, we all remember the time when we used to Rocket Jump, just by pointing downwards in the IA's build of Legions. But, ever since the net fix was done, it's not as effective as it was back then. The reason to this is because the timing to the Rocket Jump is more appropriate, and instantaneous than it was in the IA build. So, when you point downwards and Rocket Jump, you will gain speed, but not significantly, although noticeable amount of height is gained. This happens because when a person tries to downward RJ, some of the splash will hit the player from the front, giving the situation, a sort of speed bump effect. This loss is inversely proportional to the speed of the character. Therefore, at higher speeds, the loss/speed bump effect, is reduced. That is why, it is effective for any player to make a quick 180 degree turn, shoot a rocket and turn back.
Here, by applying Sky-Axis, the player may shift the axis of the character, 45 degrees forward, therefore gaining an extra 45 degree aiming angle at his feet(note: it doesn't have to be exactly 45 degrees, as it is just an example, although the angle may be used to obtain the optimal balance between height and speed). He may then completely rid himself off of forward splash effect.
There is also an alternative to the hand grenade jump, if the player just requires speed, at the start of his route(or when he needs to get a quick start to the enemy base, without having to put up with the slow initiation of routes). Consider one of the towers, in either base on Zenith Cauldron map. For front routes, most Cappers would jump, and jet down to the slope in front of the base, from the tower. So to attain a quick start, the player would jump from the tower, while staying close to it's wall, and just after that, he will align himself, in parallel to the ground, so his feet are facing the wall of the tower, and rocket jumps.
2. Enhanced Overdrive: Sky-Axis allows for extensive use of Overdrive, in Legions. Players would be able to perform aerobatic maneuvers, with their characters, using the Sky-Axis ability. Now, imagine catching the flag with some of those maneuvers from the link, although, this would require few adjustments, to the current Overdrive physics. Such as; the vertical Overdrive limit, where when a Raider tries to Overdrive, higher than the usual 30 degree angle(maybe even 45, I'm not sure), the Overdrive simply breaks. You may remove the angular limit, and replace it with a time limit. Something similar to the amount of time given, when the player overdrives while pointing upwards. The player would then have time to perform, and complete such maneuvers.
Another adjustment which could prove to be interesting is to let walls be acknowledged as Overdrive initiators, just as any other horizontal surface. This would not make it possible, for the character to simply Overdrive off the wall without using the Sky-Axis. So, for him to do that, the player, before his character hits the wall, must shift his axis in such a way, that the character's feet will touch the wall, when collided, and then he may activate Overdrive. I believe this will give way, to various new and interesting methods of Overdrive Capping(may prove to be useful to Cappers, when defensive deployments are introduced).