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Because of the cyclic nature of homebond's system.
It would be easy to overshoot the desired stage of stance. All it takes is a single additional keypress to go from crouch to prone, and again prone is not something we want to go into at the wrong time.
The hold system on the other hand requires a very different type of input to go prone, it requires you to hold down the key, not something you are likely to do by accident.
Additionally, the transition (of movement between the stances) is not instantaneous, so to execute transitions you'd have to time keypresses with the movement itself (prone -> keypress -> wait for the hacker to get up from prone to crouch -> and then another keypress to stand).
Can you see that this could easily result in many misjudged key presses, for example hammering the key in a hectic situation to get up as fast as possible, and end up overshooting into a jump? Granted, a good player would get the hang of the system easily, but even then misjudged proning and jumping would not be unheard of. Hold to prone on the other hand is very safe and also doesn't throw jumping into the mix, it's all one one key.
Anyway, I know the intuition, simplicity and safeness involved with the military shooter system from experience,
and it's pretty well established in many games,
but I can only judge how homebond's system appears on paper. An experiment is perhaps in order. Maybe I'll code them both into Deus Ex just for this purpose (not to stay, as Deus Ex has many loooong ass vents and having to crawl in them would not be fun - crouch in Deus Ex already puts you near prone level).
Can't remember the name right now.
Also, when is a prone less safe than a crouch?
Well, wildly pressing keys hecticly results in the controlled character behaving spasticly in any game.And we already assumed that using sprint makes you stand upright. No matter the system, and no one disagreed with it.
Which is Call of Duty?Namely?
It's a nice idea, but you are already biased with one system. So for you anything else would seem alienated.
It is the deepest/furthest stance in the hierarchy from standing and also realistically would have the longest transition/animation to and from the stance. Plus if you somehow crawl under something or something happens overhead (hatch closes) you cannot stand up until you crawl out, but that's much less likely. Also movement speed is realistically the slowest in this stance. Look speed should also be slower as turning around whilst lying down is a slow process.
Call of Duty 4: Modern Warfare (PC). I play lots of games and try to give them a chance before deciding if they are worth my time if I can help it. The singleplayer is an atrocious 5 hour cinematic borefest (as in pretty much all modern military shooters) but the multiplayer is certainly not bad.
As I said, the transition can be aborted or "reversed" if you just press the opposite direction.
You said it's well established in many games, but only mention one. But I can't even name one game right now so point taken.
Btw, there was still no explaination why stance indicator is needed. But let's just say it's never needed as people should be smart enough to figure out what stance they are from simply looking at the current viewpoint.
Your suggestion of contextual, location-specific proning defeats the point in so many ways. It shouldn't need to be explained why. Your suggested stance [input] system ain't too bad though.
It works brilliantly in Ghost Recon
which is a different game
Turns out that in Ghost Recon, there was a "stance up" button and a "stance down" button. So hit x once to crouch, another time to go prone. Then, hit c to go back to crouch, and another time to stand up.
Neither is lean, or even jump & crouch for that matter.
Not once have I thought "I wish I could lie on the floor" [in SS2].
lean is very helpful to shoot around the corners (I found even lean forward useful), and jump and crouch are pretty much required to get around SSesque environment. so no.
I look back on the UI now—in fact, I tried to play the game about a year and a half ago. The UI is like, what were we thinking? It’s a good idea to use every key on the keyboard, right? My god.
If you disagree, then you're disagreeing with Looking Glass, who obviously felt no need to implement going prone when they created the Dark Engine.