Well, I guess most people here that play shooters thought "BRINK" when reading the topic's title.
However, the subject of this topic is as follows:
I'm thinking about playing around with parcour movement (in-game of course :P), and am thinking about ways to achieve that, code-wise, and during that some questions of design sprang into my mind.
First of all I'd like to hear some general opinions about parcour movements in combat-focused shooter games, precisely multiplayer games.
Furthermore, some more detailed questions.
For instance, I'm thinking about the sense and non-sense of flips. The devs of Brink have a very good point against such moves in a shooter, they just want the player to be able to aim and shoot at all times. What do you think weights more in a parcour-shooter game? Ability to shoot at every frame, or a few secs of non-shooting but rather performing a very stylish move? Same goes for rolls and similar stuff.
Also, the design of controls is a very tough question for me. In Brink, they have a single button, combined with a system that recognizes the desired move based on the view direction of the player. That would however not work in a third person view; Also, I was thinking about giving the player the possibility to choose between various moves for the same purpose, for instance between a monkey and a fast vault when trying to get over a rail.
So, basicly, it's a question of style over efficency. What do you think?
Oh, and as I know there are some freerunners at this forums, I'd be happy to hear their opinions on that.