I think there are 3 types of bounces to consider:
- Mapper intended bounces with consistent setups
- Unintended bounces with consistent setups
- Any type of bounce with random setups
The first one should be kept and in my opinion, they should act exactly the way they do in TF2 from a player's point of view. The second type should probably be gotten rid of, it creates cheesy strats that introduce more QTEs into a map, and are unpredictable and not very interesting. The third type definitely needs to go.
The first problem is that the first type can also be the third type, since you can do a random setup even on a bounce with consistent setups. This leads to cheesy speedrun strats that are frustrating to replicate, so it needs to go. To do this, we need some kind of bounce trigger or something that can detect when the player used the correct setup for that bounce. ILDPRUT seems to have something working, so if that pans out I think we should use it.
The second problem is adequately explaining to players how to do a specific bounce. I think that this is just a problem of visualization. A solution that I think would be elegant and useful is to have a tool like the one shown in this video:
The code behind Quake 3's overbounce bug
Different types of bounces would show different colors or patterns, and could even show text indicating what type it is when moused over. This would of course be toggleable, but it's basically a much easier to use, automatic version of bcheck. It could even highlight the surfaces used in ceiling bounces as well.