Vaulting, Mantling, Climbing and improved Ladders:
Players should move naturally over obstacles with movement modified by armor type worn and weapon carried. Each type of movement should have a respective animation in first and third person. Animations should include weapon carried. Battlefield 4 is a good example of movement animations.
No armor or light armor will have no obstacle penalties.
Medium armor will take longer to traverse obstacles, but will receive no restrictions
Heavy armor will take the longest traverse, and will be restricted from climbing ledges higher than the characters chest after jumping and mantling when jumping from one object to another.
Power armor will have an increase jump height, but will fall under the same restrictions as heavy armor.
Movement speed should also be affected by all armors with power armor movement speed falling between heavy and medium armor.
Weapon restrictions to obstacle movement will depend on height of obstacle and number of hands required to operate weapon. 1 handed weapons will have no restrictions. 2 handed weapons will not be able to climb up head high obstacles or higher. Heavy weapons will not be able to climb up chest high obstacles or higher. Any obstacle movement that requires hands will receive a speed penalty depending on type of weapon un-holstered.
Being able to climb up surfaces should be a perk with use restricted to No armor or light armor. Weapons must be holstered during climbing.
Ladders should not require a loading screen. Weapons should auto-holster and climbing should commence in first or third person. You can equip a pistol to defend yourself if your are stationary, but it holsters when climbing begins again. Climb ladders faster or sliding down them when pressing sprint button. Faster climbing and sliding creates more noise and affects stealth.
To implement this properly, sliding on surfaces needs to be adjusted and all invisible walls should be removed for maximum fun.