Floating/Falling

First off I'd just like to say how exiting/promising the Omni looks. So here goes. It looks very exciting and promising.
Now onto important stuff. What about those games where you can jump, fly, float, swing, or fall for a length of time longer than your brain can comfortably cope with? An "easy" solution to this would be linear actuators attached to the outer support arms. Basically something to lift the player off the surface of the Omni for the time they weren't earthbound. I say "easy" because to do it well, the actuator should be able to handle a wide range of force with precise control and response time.
But just think. Prototype series. You jump off a building. The Omni lifts you up. You fall for a couple seconds. The Omni drops you as you hit the ground. A huge shockwave bursts from the epicenter of epicness that is you. In game you fell 200 feet. IRL it was 4 inches, but your brain has decided that doesn't matter.
Anyway, if not shipped with the first round of Omnis, it would at least be feasible to design it with linear actuators in mind. Maybe as one of those add-ons I keep hearing about from totally reliable sources. It'd be an easy API implementation too. At least as far as supporting devices goes. Either the actuators are there and they can be controlled, or they aren't so they can't. Heck, it could just be an API feature left to crazy DIY enthusiasts to tackle. *cough*me*cough*
Questions? Comments? Job Offers? :P
EDIT: This is not a post about whether or not you can jump on the Omni. It's an idea to augment jumps/flying/falling/floating.
Now onto important stuff. What about those games where you can jump, fly, float, swing, or fall for a length of time longer than your brain can comfortably cope with? An "easy" solution to this would be linear actuators attached to the outer support arms. Basically something to lift the player off the surface of the Omni for the time they weren't earthbound. I say "easy" because to do it well, the actuator should be able to handle a wide range of force with precise control and response time.
But just think. Prototype series. You jump off a building. The Omni lifts you up. You fall for a couple seconds. The Omni drops you as you hit the ground. A huge shockwave bursts from the epicenter of epicness that is you. In game you fell 200 feet. IRL it was 4 inches, but your brain has decided that doesn't matter.
Anyway, if not shipped with the first round of Omnis, it would at least be feasible to design it with linear actuators in mind. Maybe as one of those add-ons I keep hearing about from totally reliable sources. It'd be an easy API implementation too. At least as far as supporting devices goes. Either the actuators are there and they can be controlled, or they aren't so they can't. Heck, it could just be an API feature left to crazy DIY enthusiasts to tackle. *cough*me*cough*
Questions? Comments? Job Offers? :P
EDIT: This is not a post about whether or not you can jump on the Omni. It's an idea to augment jumps/flying/falling/floating.
Comments
JUMP AND RUN Games in general could be very nice for VR.
A little bit of inspiration:
Props go to Plixity for the sig.
I see a problem anyway with jumping in a game because you headr stands still to the translateral movement you make.
Perhaps one could add in future a jumping bungee support so that you can synchronize the movement ingame and in real life.
Yes, and of course the tickling on your feet when you jump from the containership in Crysis.