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Keeping the charged version for only a few seconds has been suggested before (I think). I do not like the idea and want to keep the charged weapon throughout the race, but that's just my opinion.
Charged Ram Raider pushes the enemy off the track without doing any damage, just like the normal Ram Raider. The needed distance is the main difference.
In my suggestion you have normal weapon which is easy to use because it can be activated immediately and advanced one which is harder to use and more likely to fail than the first one but also more powerful and effective if it succeeds.
I think that's a good trade-off.
Absorbing second pickup (like poll suggests) would just make people using more powerful weapons almost all time I think. Maybe I'm wrong but that's my prediction.
http://steamcommunity.com/sharedfiles/filedetails/?id=1254960807&fileuploadsuccess=1
In few words: penalty is embedded in the mechanics since the "absorbed" pickup's functionality is lost to you.
No. You'd make people weight in using 2 items or 1 upgraded item.
@playabot: absorbing for shield (dtap) could bring its health back a little? A simple tap when shield is in its slot could use it, then tap again to flip it to front. Shield needs to always occupy a slot when active for that matter (which is fine, it counterbalances its rechargable nature).
Then hold to drop (just like all other items? - for team play capacity and pass along items)
Your method would also remove some of the randomness in getting pickups which was, in my opinion, one of the essential things that characterized Rollcage games.
I'm not sure I'd be cool with a 2-3 second window because it wouldn't balance all weapons in the same way. So in the sense that, leader missile, boost, shield wouldn't necessarily be impacted, were as missiles and hydra may be rendered entirely useless because of their more situational nature.
@Quead, I like your suggestion because it potentially restricts the broadness of the current implementation and its relative ease of use for what you get; sometimes an exponential increase in power! You can't just hold down a button at any point with any weapon - and all this without messing with speed.
As for the effect that the charge should have? .. should it change the weapons function, make it 2 or 3 times more powerful, or simply increase power by a standard percentage...
My preference would be to increase power by a percentage and not to change the weapon function at all. So like you said @Bero the Ramraider's second function is too different.And I feel it could be a new weapon in its own right i.e. a railgun.
And Bero, I get where you're coming from too - in my perfect world you would collect a weapon based on odds associated to your position in the race just like RC1 like that 'randomness' that you mention (hope I'm interpreting that right). You get what you get, hold it or use it, its effective, its easy to read. No fuss. But I think charging (in whatever form) is pretty much a given and considered part of the lineage because of its appearance in RC2.
playabot charging time can be optimized to be different for each weapon.
I use a PS4 controller.
Accel with X.
Weapon 1 with L2.
Weapon 2 with R2.
Boost with L1.
Launch with R1.
Break with square.
Camera out with triangle.
Missile lock/target swap with up on D pad.
Those are the important ones…
For a game of this style – I think your fingers are kept pretty busy regardless and some things could go i.e. slow-mo and camera should be on one button (cycle camera position rather than zoom and lift)…
@Bero re randomness. Whatever system of charging is implemented players will use it to their advantage and it will exacerbated skill advantages and deficiencies. For me Queads suggestion will help to limit the abuse of the system. It lessens the turnover of charged versions and isn’t too easy to pull off as not everything will charge all the time… some limits can be put in place to keep things in a sweet spot. But like I say the purest implementation would be just to have effective base weapons period.
As for optimising charging times, still I’m not sure this is the best solution as it messes with the readability and predictability of things. But sure it could be part of the system – the devs could look at charge time, weapon warm up time befor firing and cool down after firing and these could be increased along with any increase in power.
But for me the system should support the themes of speed, responsiveness and recovery. A ‘slow’ or ‘unresponsive’ weapons system has no place in a ‘fast’ game; the two ideas work counter to each other.
- You pick something,
- It turns out to be [whatever]
Then regardless of the charging method, you "upgrade" your pickup. This doesn't change randomness at all.In my .gif, I only drew a speedboost for example's sake. You confused it with a "turn everything into a boost" ;)
You would have to pick a firestorm 1st to charge it. But that's true of your method too so...