Kinematics & Combat Design

Tactical Stance & Cover Lab

Simulate the trade-offs of stance mechanics in tactical shooters: analyze profile height occlusion, audio footsteps, bullet dispersion cones, and line-of-sight exposure against patrolling enemies.

Combat Viewport

DETECTION STATE: CLEAR
COVER OCCLUSION: PROTECTED (HEAD ONLY)
• Drag Marine or Target inside canvas • Press [C] for Crouch, [Space] to Fire, [Z] for Slide

Why Tactical Shooters Require Dedicated Crouching

In Aliens: Fireteam Elite 2 and modern cooperative squad shooters, crouching is not cosmetic flavor—it transforms core gameplay balances:

  • Silhouette Reduction: Lowers the player's collision capsule by 42–50%, tucking head and chest hitboxes behind standard 1.10m chest-high barrier assets.
  • Recoil & Spread Damping: Reduces weapon bloom up to 60%, rewarding calculated positioning over reckless run-and-gun sprint shooting.
  • Stealth Traversal: Cuts acoustic footprint to evade blind, sound-hunting xeno strains and patrol routes.

Geometric Traversal & Level Design Implications

Adding a crouch stance forces designers to author two tiers of corridors: standing human-scale halls (2.4m+) and low industrial conduits (<1.2m), unlocking ambush shortcuts, flanking crawlspaces, and subterranean vents.

Use this simulator to test how changing obstacle height, movement velocity, and weapon bloom dictates player survival under relentless alien pressure.

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