Ideas below are some brave imagination of what moves or actions could be done in ATT with motion gestures and little controller inputs to work together with them, but not to bother other in game mechanics and inputs.
I tried to think of some motions those a more intuitive and less bothering the normal in game social gestures or other movements for other functions. And most of them may make the game play more fun and dynamic.
So here is so far what I have came up with.
(I don’t personally want a charging timer on any of the moves below, as I want a few of them to be more of surprise moves. And I don’t personally think they should belong to any skill tree, I was imagining them to be the advanced actions of basic in game mechanics that bring some fun and dynamic to the every day game play of anyone who physically capable, regardless what profession you take and what you normally do in the game.)
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Front kick.
Titanfall has once taught me “A kick can fix anything that even bullets can’t.”
As we all know we don’t have feet in ATT, but this could be something fun to mess with in my opinion.
To prepare and trigger it, you rise your both hands up above your head and front of your face, hold them closer to each other, then quickly swing them open to the sides of your body, There will be a holo foot appears and kicks out in front of you. You can rise your hands to prepare this action without any problems but once it is triggered, during the kick action, all your locomotions will be temporarily unavailable, so it won’t be abused.
It should not deal too much damage to your targets as I don’t imagine it to be a damage focused move, I imagined it to deal a short time stun like 1 second or 2 to regular mobs who got kicked (future boss level mobs will take no effect from it), and player who got kicked will take a knock back (force teleport) effect and fall back about 1-2 yards.
Front kick can break up the defense position of mobs those have blocking actions, but if it was properly blocked, mobs those blocked it will not take any damage or stun, it only opens up their blocking.
Other players can block it with shield, those players blocked it with shield, will not take any damage and only get knock back half of the default distance. -
Dodge roll.
I have brought this up once in my another post, but now I feel it suits here in this series better.
To prepare and trigger it,
For free locomotion players, you have to be running (not walking) to certain direction first, and during running, you rise both of your hands above your head then quickly touch them down to the ground.
You will perform a dodge roll towards to the direction you were running to, from others’ perspective, your character rolled out about 2 yards away in a very fast speed, from your perspective, you basically used a instant teleport but triggered by motion gesture.
For teleport only players, first of all, teleport is already OP in the current state of this game, I don’t want to buff it up in any way any more, but if once it gets fixed to some how similar to free loco running speed, then you can trigger it by hold on to your teleport button and do the same motion gesture, you will perform a dodge roll to the direction that is pointed by your teleport hand controller, that is again, basically a instant teleport.
I do personally feel this action needs a CD timer pretty bad, as I don’t want players to repetitively spam it and abuse it, it will be even worse than the current spam TP abuse. But again, no charging timer! It only needs a cool down timer, it has to be a surprise move, otherwise it is pointless.
Dodge roll distance will be reduced if you are crippled, but it should still be something that may get you a second chance.
(Just in case if anyone wonders if a ground pound roll is allowed or not, I would say, why not? It sounds fun. Charge up and smash out a ground pound right before you roll out of the way? Fun. All you have to do is land you weapon tip (s) and your hands on the ground around the same time.) -
Sprinting. ( Forward only )
Well, this one has been done in many VR games, and baromy was doing it only for show in “Developer Gameplay #4” as well.
So basically when you are using the regular in game running, you can swing your arms back and forth to speed up to sprinting, the faster you swing your arms the faster you sprint. But there has to be a speed cap, where beyond a certain speed point, no matter how much faster you can still go with your arms, it won’t adds your in game sprint speed any more. And this move should be forward sprint only, as you won’t be able to preform a sideway or backward sprint. As soon as your directional input goes away from where relatively front of your HMD is, you will go back to regular running.
Although you can change sprint direction while sprinting, you just can’t sprinting to one side and looking at another side, you have to be always facing at the direction you are sprinting to to continue it.
And for teleport only players, again, if teleport isn’t getting nerfed, this isn’t mean for it. But if teleport gets nerfed, teleport player can basically swing your arms back and forth to increase your forward teleportable range where it is relatively in front of your HMD.
Also, I was thinking this move could only be done with free hands? Or maybe if you are only holding light items and tools/weapons? Because I surely don’t want to see anyone holding a crate, cauldron, war hammer, battle axe or sky reacher doing this sprint.
I can more imagine if someone is sprinting with a dagger or katar in hand. -
Soft landing.
Well, this one is pretty easy to explain.
When you fall off from highs, you touch either one or both of your hand (s) down to the ground about the moment you land to balance and neutralize the impact from falling, this will reduce a certain amount of fall damage you will take from falling, or maybe by percentage.
(Just in case if anyone wonders if a drop down ground pound is allowed or not? Same as dodge roll, it sounds fun. And if anyone wonders about a soft landing roll? I don’t think so, because you can’t be running while you are free falling, so you can’t trigger dodge roll in mid air.)
I wanted to talk a little about stealth as well, but it has been done in many VR games, and devs also brought it up in altacast, so I will just wait and see what they will do about it.
Although from altacast, it sounded like it won’t effect PvP in any way, but I can only wish if it does.
All actions above should only be available when your character is on the ground or almost approach to the ground as for soft landing, just in case if once swimming will be a thing in the future, I don’t want you to keep swimming and doing underwater front kicks.
So, this is pretty much it, just some brain storming of what gesture based in game actions could be fun in ATT and could bring more different activities and play styles for the game.
If you think any of them may bothers other in game functions or mechanics, or if you have some ideas along a same line, bring it up so we share and discuss.