Walk-Jog-RUN-Sprint

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Apr 21, 2003
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The jog in INF is an awesome thing, especially the way it looks in the 3rd person. It behaves like a real jog and it's realistic, because soldier jog when they have to get to a distant point fast.
Same as some african 'aboriginal' warriors (forgot how they are called) can jog for days, just making breakes between. Generally jog is the single way to move fast for a longer period, it is the most energy saving way to move fast.

In INF the jog should stay as it is, but you should be able to jog long. The shouldered weapon should affect you only little (Arm fatique would just increase when moving fast and long).



Jogging is perfect for infantry and traveling through a larger map AND it is also a good way to move in CQB (very tight and close rooms and surroundings), BUT in CQB real operatives and soldiers have the ability to increase the speed (making it a proper run) and still keep the weapon shouldered, when they move through a longer hallway, or have to enter a room very fast.
That's something you can't do in INF, but should be able to do.

My suggestion is (like I allready suggested it similar), to hold the 'movement key' and move forward to perform the run.
You move still slower than sprint, but slightly faster than jog. Weapon is still controlable and useable, but the stamina decreases very much. Inertia affects you a bit.

Function:
- The 'movement key' is a toggle between walk and jog. No matter what is adjusted (walk or jog), holding the 'movement key' (and walk forward) will let you run. Releasing the 'movement key' will let you continue jogging.
- For those who use the 'movement key' on a uncomfortable to hold keyboard key, a separate bindable hold-run key could be available.

Reason why (and why to hold the key):
- First, the run is nothing that can and should be performed contineous (jog can). Would the run be an adjusted movement people would use it to often (probably) and empty their stamina to often to much.
You run only when needed, so hold the key only when needed.
- One of the features I like about the Rainbow six games is that you hold the run key to run. R6 has actually no jog, but the run-hold-key, otherwise you standartly walk (recommended setting).
Having the walk only setting isn't possible in INF (as an infantry shooter), thats why we have/need the jog, but the fast run is a different thing than jog.

Behavior:
- This run would behave similar like a sprint. While the jog is more relaxed, where you can strafe and jog backward (which should be slower than forward and sideward), the run is concentrated on moving fast forward, that means strafing or moving backward will let you only jog (holding the key will have no effect then).
- In INF the jog looks awesome and real (3rd person), the run looks different in real life (less bobbing, more flat running) and it should look in INF that way.


Example:
Byside real life I find the movie Black Hawk Down is a nice example.
1. You see the rangers and deltas moving to a helicopter in the dusk (or dawn?) and they jog, because running would make no sense (the way is to long, run makes you tired to fast).
2. You see the delta force members having their task at the beginning of the movie, they enter the building and run fast to the target zone (typical faster CQB movement).


Ok, I hope it's clear what I mean.
 
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gal-z

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Having to use up 2 keys for movement that need to be held (sprint and run) it will be too uncomfortable. I think since in CQB you will want to run most of the time anyway so u could make it a 3-mode toggle, either with just 1 key or 2-3 since it's a toggle and doesn't have to be too accecible. Keep the holding to sprinting alone.
 
Apr 21, 2003
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Imho it is exactly the opposite, to uncomfortable to have 3mode toggle. You have the movement key, toggle it to have the movements you use for a long time and hold it to make temporal run.

My arguing point is, that the jog is also the movement you use in CQB more often (try to run fast in your appartment, if you have a long hallway you run to reach the next room, if you pass a tight room after room you jog, or walk).

And if you are an infantryman and you jog toward a building and just want to reach the corner faster, not losing your weapon position due to sprint, you would rather run, but not contineous.

In R6 the held run key works just fine, better than a toggle could work, imo. In INF, I think you would use the run even less than in R6 (only situation based).


I don't want to bash your opinion (for cases it sounds so), we can discuss it.
But I belive the hold run key makes good sense.
 

keihaswarrior

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Jan 7, 2003
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1) I don't think a 3rd run mode is needed at all. The way you described it, the only difference between run and jog is a slight increase in speed.

2) Jogging while keeping a sight picture is extremely tiring. I suggest you go try to do it for long periods of time. You have to change your stride which tires more than just your arms. If you don't change your gaite then the weapon will bounce around and hit you in the face. I play Airsoft a fair amount and I come back drenched in sweat, and that's without trying to keep a sight picture the whole time.

3) One button for toggling 3 modes is a bad idea. You have to cycle through a mode you don't want to reach one you do.
 
Apr 21, 2003
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@1:
For certain CQB situations I think it is needed. When in real life it is the case why not in the game? And in some CQB situations you are just to slow. Sometimes jog is to slow, the sprint is to bad, you need something between
Oh and same as the run is slightly faster than jog, the sprint is slightly faster than the run.
Thats why this run option is something you can use by holding the movement key, but you are not forced to it.

@2:
Maybe I should say before I suggest, but all, ALL my suggestions aim toward the next INF (if not I say that). What means I´m 99% sure the next INF will have the shouldered (highready) weapon position.
So you would rather jog (and run) not aiming the weapon, but keeping it at the shoulder (the ability to aim should be there, as it is INF we speak about, but it would be as near as pointless, it could eb rather used like a pre-aim).

Maybe a shouldered weapon will affect you a bit when you jog, but I don't see how it will weaken your legs and general fitness. Just the arm fatigue should increase much, since it is hard to hold the rifle for to long when jogging/running.

@3:
I find it a very bad idea too (sorry gal-z :p), thats why I suggest the run as a hold key feature.

@2-again:
I jog regulary in real life and on a sporting place I do sometimes some 'extreme' sprints. And just for fun I jogged with a 'gun', sure it is not a combat situation, but no way the shouldered weapon affects my jog. The tireness of the arms and legs are two completely separated things (from the feel).
ONLY if you moved yourself to near 'death', than your complete fitness just fails and you will jog very very slow and couldn't even hold a weapon straight... except you force yourself with irony discipline, which allways works.
 

keihaswarrior

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Go out and jog/run while keeping a controlled sight picture that aims at something distant like a tree or a person. You can't run relaxed, you have to shuffle your feet and keep your arms working to steady the gun. Try it for 100m and you'll feel the burn.

Just running around with the weapon shouldered is entirely different because you don't have to alter your stride much.
 
Apr 21, 2003
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I never spoke about jogging/running and aiming a weapon.

I meant that the aim could be still allowed when jogging/running like a pre-aim, so you kinda bring the sight up short before you stop and aim when walk/stand.

Who would aim when jogging/runing?
 
Apr 2, 2001
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INF is (and will stay for a while) a scaled down version of real battle (scaled down in terms of size and fitness). With largest maps still smaller than 1 km marathon runners fitness is a little overkill.

And perfect realism on scale might make up for a pretty boring game: hours of walking before enemy encounter :rolleyes:
 
Apr 21, 2003
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Nah, I just meant the jog is good and you can move that way for a longer period, but it is not so fast in some situations, thats why a run is needed.

A soldier can't jog for to long, because he is not trained to jog very much and he can't due to the whole gear and firearm he is carrying.
Soldiers walk several days to get to a distant point, never jog.

The jog in INF aswell in real life is a combat movement, allows you to move fast and few minutes long, while the run is performed only few seconds in a tactical way (but can be performed longer, with more tireness as a side-effect).

I also think the jog in INF could be slightly slower (just a bit) and you should have slightly more stamina to jog (when weapon low and you are fit and healthy), the run would be a must then (I wouldn't like to miss this as a pure ability).

Yes they is the sprint, but the sprint is somewhat different. It acts like an emergency movement for escaping, or capturing (flanking).

I think all movements (jog, run, sprint) have their task and fit in various situations.
 

Harrm

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A soldier can't jog for to long, because he is not trained to jog very much and he can't due to the whole gear and firearm he is carrying.
Soldiers walk several days to get to a distant point, never jog.

That's a damn lie. Even in the airforce, a primarily air-based combat wing, I know an E4 has to jog 9 miles every couple mornings.

Also, I can tell you that a run and a sprint are exactly the same thing when you are getting shot at.

--Harrm
 
Apr 21, 2003
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Harrm said:
Even in the airforce, a primarily air-based combat wing, I know an E4 has to jog 9 miles every couple mornings.
Most soldiers (what ever unit) jog miles every day, to stay fit, trained, because you need it in combat, but do they jog the whole day to get to their target area? No they make a march, thats what I was speaking about.

Harrm said:
Also, I can tell you that a run and a sprint are exactly the same thing when you are getting shot at.
You are nearly right.
The reason why I suggest to hold the 'movement key' to run and not just using the 'sprint key', is because the sprint key is meant as emergency option which takes the weapon always low and let you sprint as fast as you can.
So when you need it, don't think about the weapon position, just sprint.

The run is meant as a fast movement, but you still can use the weapon, even if you hold it at lowready, you can take it up fast enough, because it is still at the shoulder.

The sprint is still slightly faster than the run, I tested in in real life:
1) Jogging is comfortable and you can perform it long enough.

2) I increased the speed to a run, but I used the run that I saw SWAT (and similar) are using, where you make many, but shorter steps, that helps keeping a bit of weapon accuracy, because you limit the bobbing of the body and torso.

3) I took the weapon to a sideways position and increased the speed just by making larger(normal) steps (brings you further) not caring about any weapon accuracy.
Of course I didn't sprinted like Maurice Green (a sprinter), but it was like a very fast run (counting on that I´m in combat, have gear and backpack and my arms are disturbed by carrying a weapon).

To be exact I use to say:
Jog (jog in INF) - Normal run (run, not in INF) - Fast run (sprint in INF).
I wouldn't like to miss one of them if I can perform them in real life.
 
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Crowze

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Be warned, having both a toggle and hold function on one key isn't easy, and it was buggy as hell in the 2.86 days. It might be a nice idea, but it's not particularly practical. What would be better IMO is (similar to RvS's stance up and stance down) a speed up and slow down key.
 

gal-z

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I still insist that it would be incredibly difficult and needs lots of consideration before you add another key that needs to be accecible.
A solution I can suggest is having 2 movement toggles:
1. walk/run - if mode=walk/job then change to run. If mode=run then change to walk.
2. walk/jog - if mode=walk/run then change to jog. If mode=jog then change to walk.
That way you would use #1 for outdoors and #2 for CQB while keeping spring as the only movement key that needs to be held.
 
Apr 21, 2003
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@Crowze:
Hope it is still possible. The aimkey works the same and I never had problems with this, I never noticed any.

@gal-z:
I have slight problem to overlook your system.
 

ravens_hawk

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Why not just be done with it and use the mouse wheel a la Splinter Cell? (Or someother simple speed up/down system as Crowse suggested)
 
Apr 21, 2003
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I don't think the mousewheel thing would have 100% fluid movement control ( at least it shouldn't), but rather more stages. Like sneak - slow walk - fast walk - jog - run - sprint Just 6 stages that have their own animation speed, weapon behavior intensity and all that.

That mousewheel control would be good, but I would prefer it in a combination with the classic keys. Means you still toggle with the movement key between slow and fast movement, but with the mouse wheel you define the intensity of the adjusted movement:

1) Walking
When you walk, the mousewheel increases walking speed and decreses (3 stages; sneaking, slow walk and fast walk, while the slow walk is standart).
2) Jogging
When you jog you increase and decrease the fast movements (3 stages; jog, run and sprint, while jog is standart).
3) Sprinting
Sprinting should be kept as the separate holding key for all cases.

Slow Walk and Jog are standart movements that are used when you just adjusted the movement with the movement key, the mousewheel would allow you to change the intensity of your movement.
Like when you are in CQB and move in close rooms, you vary the movement between the slow and fast walk (sneaking as a third ability). When you are in fast CQB, or open location, you vary the speed between jog and run (sprint as an ability).

Of course you can swap the adjusted movement speed by, for example when you jog, using the mousewheel to switch from jog to fast walk without to push the movement key and then adjust the fast walk.


Sounds perfect to me ;).


Movement speed clarification and behavior:

Sneak
- You are completely silent and the sights can be aimed pretty accurate.
Slow Walk
- Normal walk, good for all situations.
Fast Walk
- SWAT use it when they clear room after room. Perfect and fast CQB movement with great weapon accuracy.

Jog
- Normal paced movement, perfect for moving around for a longer time, good stamina control.
- Main movement to deal with distances on a larger map. Good for faster CQB.
Run
- Faster movement that is mainly use to temporary increase your speed, bad for stamina control.
In CQB situations, when you have to proceed through longer hallways you can use the run.
- The fastest movement with a shouldered weapon.
Sprint
- The fastest possible movement, bad for stamina.
 
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