I did mention Vengeance, your fault if you weren't paying attention.
I don't think he was targetting your post, but giving an idea to everybody on how to discuss water. ie: Using other games as a reference point and building off from there.
Bleh, I wish I would've saved some of the points from an old 'water thread' discussion. I thought I had saved it somewhere, but I guess not.
One idea that I'll briefly covered was this:
Flags would 'float' on top of the water (think a buoy), to stop players from jumping into water then slowing down the game. However, players would still be able to 'skim' over water (ie: holding their jet key) to somewhat quickly move over water sources. For this skimming to work, the player would need to not be coming from a great height (if they do try to 'land' on water, they'll sink in a few metres before returning back to the surface to 'skim'). It's just when they attempt to enter the water's depths that the flag loses itself from their grip and floats to the surface.
Rockets would explode on the surface of water, and a flag buoyed on water, could then be controlled by accurate rocket blasts, also a player could utilize a rocket jump while skimming the waters' surface for increased speed (at the cost of lost health).
As for being underwater, characteristics could be: increased resistance (ie: slower movement speed and weapon speed), lower vision range, and energy no longer required to 'jet'.
Yar, I realize the 'skimming' aspects and flag buoyancy may not be the most realistic mechanic, but I like them because they take away the 'speed trap' aspect of water (if played properly).