Anyway, I'm watching Summit on the map, Cobble right now. Mythic is on the terrorist side, which is the spawn with the big stairway.
How important is it that the physics be 100% identical to 'classic' Urban Terror (with the addition of wall-running and vaulting) and are we open to additional minor changes that could result in a better play-experience? I can see myself in the mode of thought in which I would be grossly offended at the thought of changing an already perfect game, but I'm just thinking that a slight adjustment in favour of more believable physics could be a good idea..,
While I do think it's cool that we can treat stairways as 'ramps', would gameplay be more enjoyable if a more severe movement penalty was applied, at least when sliding UP steps? I'm not sure I'm really concerned, I just thought I would share my thoughts and was wondering how everyone feels about this topic.
It would have an impact on larger maps with steps like Cambridge and Casa which seem to be a little slower in competitive play. It would also put the person who wants to play window on Turnpike in a more precarious high-risk (high-reward?) situation.
Put simply, high-ground would be slightly less advantageous than it is at present because there would be a greater cost in reaching it (in the case of there being a stairway, and due to a case of being closer to 'stuck' than 'in the best spot'), while spawns on certain maps would be better protected due to additional stamina having to be expended in attacking (eg. Subway).
Also, by associating stairways not as 'basically flat and usually safe (because power-slidable)' parts of the map, but as 'slightly slower and thus costly' parts of the map, teams could more easily anticipate where opponents are (with more information about where they want to be) and where they are more likely to go when spotted. This would also create more pressure for each player to try to plan ahead and maybe greater incentive to try and perfect dazzling 'moves' for escaping and/or avoiding enemy fire once discovered.
If we see more use of parkour physics due to avoiding steps/stairways, it will probably result in healthier map-flow/movement and less passive/defensive play (due to making very strong spots like narrow a bit less attractive, unless...). By having more people trying to do parkour stuff, more players will likely see and appreciate how cool the game is by realizing the endless possibilities available at a given point in time rather than relying on primarily aim and camping or playing a spot defensively before the tragedy of concluding that 'UrT is very similar to most other FPS games'.
To be honest, I just want to see greater pressure for each player to rely more on ability, quick reaction and momentary awareness rather than always taking advantage of the map itself by identifying 'situations' and consequently falling into an overly 'meta' or deterministic mode of thinking (especially prevalent and distracting in competitive play) rather than experiencing the feeling of sublime freedom at all times... that anything is possible.
Of course, this would be a minor change and all of this would be experienced passively.
Thoughts?
This post has been edited by Vortex2: 24 February 2017 - 06:01 AM