This might already be implimented in the new release, but i think it would be intresting to add some involentary pitch and roll movements to the players FOV whie moving at different rates, and esp while jumping or falling. (esp the impact)
I was playing some old school wolfenstine and doom, and i noticed that one of the big things i had issues with was that in Wolf 3d you just "slid" along the ground. In doom a slight bob was added to give the illusion of a stride or jog but it only effected the game in a vertical sense. What i think would really complete the package would be to add a very small amount of horizental banking while running or joging. This in itself would make "running and gunning" difficult to hit targets, yet with practice i'm sure players would be able to account for it thus representing some level of realism AKA simulation.
This would also make the use of scopes while moving far more difficult to use because not only in additon to the illiusion of scope wabble ( parrallax?) that's curently in the game, but it would also actually cause the aim to be effected due to canting. Also inertial modifiers (when the player first hits or realeases a key that causes movement) the effect of aim should be drastically effected.
I was playing some old school wolfenstine and doom, and i noticed that one of the big things i had issues with was that in Wolf 3d you just "slid" along the ground. In doom a slight bob was added to give the illusion of a stride or jog but it only effected the game in a vertical sense. What i think would really complete the package would be to add a very small amount of horizental banking while running or joging. This in itself would make "running and gunning" difficult to hit targets, yet with practice i'm sure players would be able to account for it thus representing some level of realism AKA simulation.
This would also make the use of scopes while moving far more difficult to use because not only in additon to the illiusion of scope wabble ( parrallax?) that's curently in the game, but it would also actually cause the aim to be effected due to canting. Also inertial modifiers (when the player first hits or realeases a key that causes movement) the effect of aim should be drastically effected.