Summary
Sunshine's Tactical Infantry Movement System (TIMS).
Part one of a 2-PART mod creating an authentic mil-sim infantry combat experience.
Find the link to part-2 at the end of the description.
Description
To create a meaningful tactical infantry combat experience, this broad infantry movement mod alters various character locomotive traits. It goes beyond just movement speeds but also affects interactions with terrain, objects, slopes, leaning speeds, inertia to create overall much more satisfying, meaningful infantry gameplay.
Changes as follows:
MOVEMENT SPEEDS LOWERED
Across all stances and circumstances your character movement speed has been lowered. Forward speeds are the least affected with strafing speeds largely altered and backwards speeds significantly slower.
The big disparity in speeds based on direction will eliminate "circle-strafing" techniques that don't belong in a mil-sim title. Furthermore, this will force players to think about how they move not only across terrain but also how they move in CQB or urban quarters.
UP & DOWN SLOPE SPEEDS AFFECTED
No more speed boost when descending stairs or slopes. E.g. Stairwells can be frustrating in CQB as the player descending can move much faster and more erratically than even what's normal. This slows such situations down noticeably.
LEAN SPEEDS LOWERED & GRADUAL-LEANING RESTORED
Leaning is now much slower. It is now less erratic and less likely to expose players to desync in CQB.
Therefore leaning is less about suddenly emerging, snapping to targets and eliminating them like you may see in twitch-shooters. Skilfull inertia techniques can allow this to work, but typically leaning's primary purpose is to minimise the soldier's exposure.
This also eliminates the aggressive lean-spamming which players use dodge bullets.
And more excitingly, the "adjust leaning" feature (the gradual slow-leaning feature) is now significantly more usable, helping soldiers find additional skill-expression in cutting very fine pies to find the perfect shot and truly minimise the risk of exposure in a variety of combat situations.
INCREASED CHARACTER INERTIA
A modest improvement to character inertia that will eliminate erratic zizag movement. Not only does this enforce the importance for the soldier to path strategically (instead of literally dodging bullets), it also should make a noticeable difference to desync, particulrly in CBQ or urban environments.
INCREASED FALL HEIGHT PENALTIES
The "light" and "medium" fall animations now activate from lesser heights. Not only does this eliminate the appearance of soldiers floating and gliding down over low obstacles but it also eliminates some issues of vertical PvP in which players in raised positions can launch from elevated spots to swoop down on their enemies without any or much penalty. This therefore makes urban environments pose much more realistic and unique challenges.
The height at which you will become uncon or possibly die from a fall is also lowered to further create limitations of movement, making obstacles more of a two-way street in combat.
STAMINA DRAIN & RECOVERY BUFFED, WEIGHT PENALTY REDUCED
This is mainly designed for my "Sunshine's Tactical Infantry Gun Movement System" mod ("TIGMS") due to the slower movement speeds when a weapon is unholstered (link at the bottom of the page).
-Stamina drain for "run" and "sprint" half of vanilla rates to compensate for slower speeds;
-Stamina recovery rate increased by roughly 50% over vanilla rate.
-Due to lower speeds, overweight speed penalty is reduced so heavier loadouts are not crippled.
NO CAMO-NET SURFERS
Walking up and over camo-nets is either made impossible or extremely slow. It is no longer a tactical advantage to surf the net in combat in order to make your movements erratic, becoming an impossible target or otherwise abuse desync.
"STEP-UP" HEIGHT REDUCED
No more walking over many small world props such as chairs, boxes, and other objects that always cause sudden, frustrating, erratic changes in character height which make a target impossible to track (for both opponents).
This is particularly a problem in building interiors where there are lots of low props or furniture and amongst rocky outcrops.
MISC VIBES-BASED CHANGES
-Player will ragdoll at slower vehicle speeds when alighting (vanilla: 25kmh; modded: 15kmh);
-Lower jump height & characters' mid-air speed slowed by 20%.
IN CONCLUSION
This creates character locomotion that is more about slower strategy: strategic pathing, strategic positioning; eliminating where possible erratic vanilla movements that result in very non-milsim infantry combat (and desync).
I'd be delighted to hear feedback from people so give me your feedback on Discord: sunshine0536 or Twitch: https://www.twitch.tv/it_is_sunshine.
Hope you enjoy!
WANT MORE?
For an added layer of realism, see my other movement mod: Sunshine's TIGMS. This mod is part of the full Sunshine tactical infantry combat suite and creates meaningful player choices based on their gun state:
https://reforger.armaplatform.com/workshop/672B02D564E1B772-Weapon-State_Based_Movement
WISHLIST/TO-DO
-Leaning to cause movement speed penalties.License
Arma Public License (APL)