>>/11299/
Sounds more like a cutscene than idea for a gameplay mechanic. What are the control schemes on PC? What are the control schemes on a console controller? How many player inputs are required per movement? 

Is there animation breaking allowed or not? If you don't want animation breaking, how long will the animations be? If you do want it, what's a sweetspot to avoid annoying exploits? What's the level design principles and loadouts that will allow for these complex movement systems to become viable? What level design philophies will you implement to avoid exploits such as getting out of bounds, or clipping through walls of the map?

This is my problem with "ideas guys" threads on old /v/ and 8cucks. It's filled with nothing but morons describing stories, or cutscenes but no actual gameplay mechanics.