The movement at a distance looks passable, up close though…
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Think it comes down to the lack of head bounce, inertia in the soldier’s movement and a rather stiff torso/chest (e.g., chest/neck currently not having a soft rotation to follow the head direction in free look), in 3rd person mind you.
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In first person it is a similar case but it does help that they have the weapon lagging a few milliseconds behind the look/aim direction and at least it having some weight related inertia to it.
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The charging animations are hysterically horrendous, the swords being the funniest, especially if you watch players charging with the sprint or run speed perk with how stiff the arms, chest and head are.
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Think df would come far with adding some kind of secondary motion to certain limbs, but I do know I’ve seen the argument that unstiffening the head would mess with the first person camera.
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If people really become motion sick or unsettled by head bobbing and or other inertia effects, I do not know.
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As specific animation features I hope they at some point allow mounted/bipded weapons to pivot independently of the shooter’s body to some degree, especially when prone.
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Even more, making the ai use free look/head turning would bring some semblance of life and awareness to those dead inside creatures, and face/mouth animations for speech, pain, charging, death and other grimaces.
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Lastly allowing free look to actually look a little back and over the player’s shoulders (assuming that df solves making the soldier not look like an owl) would be neat as well, especially in ground vehicles. (except aircraft where you already can.)
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The list can really go on.
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On a positive, if df, continues in the spirit of the body inertia system for vehicle mounted soldiers, they’ll get somewhere in the long run.
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Next topic? Adding a mode where fanatic/suicidal gameplay is less prominent.