For allowing/keeping aircontrol at its current level:
Allows a higher skill ceiling by providing a larger amount of things to learn/become proficient at
Allows a larger differentiating factor between new players and experienced players
Allows easy movement for all races for climbing world objects (onto crates, getting into vents etc)
Reducing the air control would just reduce the depth of Skulk game play
If aliens do not have a skill based movement system then as aim improves, aliens can do nothing to match that increase in skill
Unsure:
Benefits Skulks above other lifeforms (inc marine) due to playstyle, melee in your face, size and speed.
All other lifeforms have to pay for their air-control movement (lerk: wingflap, Fade: Shadowstep/blink, skulk has leap which would accomplish this as well as such strong air-control)
Against:
Counter-intuitive when aiming as Marine due to extremely unrealistic portrayal of physics
Allows for "flying-skulks[tm]"
It's too easy to move in the air, there is no skill needed, you just point in the direction you want to move as you fall. If you nerfed it, you'd have to consider the jumps you make and have a penalty for bad ones
TL;DR I don't want this removed, I just think right now it is too strong, tone it down a little bit so it's more skill based and less "I want to go this way - POINT". As it stands right now, you suffer no penalty for bad aircontrol (short of pressing backwards if you want to go forwards), you don't suddenly slow down and become an easy target like you do in other games (CS/QW/etc) if you got it wrong.
I think you got it a bit backward here, less air control would make the skulk harder to play and give it more depth. The main reason is that if you can't correct your trajectory instantly planning becomes relevant, you will have to plan your trajectory taking into account the map geometry and such.
It's a bit like a car game, if you have complete control and can change direction at will it will be very basic to drive, while if you have more momentum and limited controls, you will start to have to plan your trajectory, turns, adjust your speed, etc.
It also allow for mistakes, if you mess up your control or planning you can crash into a wall. It gives you the feeling of being "on the edge" at high speed.
So control should be inversely proportional to speed.
Comments
no, it did not.
good players in Quake had to airstrafe to convert their existing momentum, not hold a single button and create new acceleration from nothing.
Unsure:
Against:
TL;DR I don't want this removed, I just think right now it is too strong, tone it down a little bit so it's more skill based and less "I want to go this way - POINT". As it stands right now, you suffer no penalty for bad aircontrol (short of pressing backwards if you want to go forwards), you don't suddenly slow down and become an easy target like you do in other games (CS/QW/etc) if you got it wrong.
It's a bit like a car game, if you have complete control and can change direction at will it will be very basic to drive, while if you have more momentum and limited controls, you will start to have to plan your trajectory, turns, adjust your speed, etc.
It also allow for mistakes, if you mess up your control or planning you can crash into a wall. It gives you the feeling of being "on the edge" at high speed.
So control should be inversely proportional to speed.
I guess the horn could be bite.
Gas would be forward, brake would be jump, the gear shift the weapons, horn would be attack.
I'm picturing myself steering manically while mashing the horn, and stomping the pedals trying to bite marine feet.
Hahahahaha. I'm sure someone has made this work already. See this