just pastebin'ing some ideas here

Shive

Speed Devil
Staff member
Officer
Mar 9, 2014
1,122
1,743
2,520
RSI Handle
GOD_Shive
Racing suggestions.
Some of these suggestions overlap:
Small stuff:

1. [Map Regions] The racing-line should be offset for each starting position, so that every racer has the same distance they have to race in total.

2. [Map Regions]The start positions should be further from each other as there's too much of a fight on the first few rings and people who isn't first position always get destroyed here.

3. [Game Balance] The top speeds between ships should be in much closer proximity to each other.

4. [Game Play/Simulation] The top speeds shouldn't be locked so low, there should be the possibility of obtaining more speeds on long straight stretches.

5. [Menu] The option to restart races would be nice.

6. [Menu] [HUD] The option to see splits between rings, so you can see more clearly where you're winning/losing time vs first place.

7. [Menu] [HUD] The option to see section times between rings, so you can see the time you spent flying from say ring 4 to ring 5.

8. [Bug] Fix the countdown. Right now 3 means: 3.99 sec, 1 means 1.99 seconds. and when you see "0" on the screen, it's really "0,99". The same with the announcer/commentator; when he says "go" there's still a full second before the race starts. Rather than the countdown being 10 seconds, it's more like 10.9 reoccurring.

9. [Work Around] Consider setting all the rings to fully "open" before hand and thereby disabled the opening animation until there at least has been started work on collision and de-sync/sync/ping related stuff. Currently you can hit thin air and get obliterated.

10. [Collision/Destruction] Make the antennas on the buildings and the cameras breakable. Right now they stop and make 14 tons ships get smashed to pieces while the antennas remain completely untouched. (Maybe you should make ships out of this material? They would never break)

11. [Collision] If a breakable part of your ship clips a wall or ring, it should easily break away or detach. If not, then with some resistance, rather than dead stopping the ship in its track and killing the pilot.

12. [Blackout/Redout/Blurout] The knockout effects simply lasts for too long. A knockout affects the pilot for at least 10 seconds. The pilot, if survived, then has to get back to the track, which is another 10 seconds. A death would cost perhaps around 4 seconds. There is then also the option to of course pass out, hit an object, not die, pass out again just before you gain control again, for then to pass out again, for then to do a 180 degree turn and pass out again.

12.5. [Eject] Can you make respawning after ejecting possible almost immediately? Right now you have to wait exactly 10 seconds from you press the eject button on your keyboard till you can respawn. The time is shorter in battle squadron and maps alike. What reason is there for it to take that long? (The reason why you'd want to be able to do it, is when you end up stuck on terrain or you get the 350R thrusterbug.)

13. [Leaderboard] Can you make it possible to let Private Matches as well as Drone Sim Solo Racing experience upload your fastest time to the leaderboard? There is no reason a time attack trial only has to be uploaded from specificly flying multiplayer public matches. It makes sense for dogfighting - not for racing.

14. [Leaderboard] Please make it possible to sort the leaderboard by ship type or at least classes of ships with identical or very close to identical top speeds - should you decide to overhaul the top speeds soon.

Big stuff:

1. [Map] Areas with wall you cannot pass. While it's cool to skip and take short cuts, there should also be places with walls/tunnels, which you

have to follow. This would give rise to areas where you have to drift.

2. [Feature] The option to multi-player free flight racing.

3. [Feature]The ability to record and see ghosts. Your own ghost, friend's ghost, staff ghost, first place ghost etc. (A ghost is a shadow of a player. It could be an almost transparent version of a player ship that follows the same racing line to the point every time.)

Really big stuff:

1. Here's a big one: "bumper shields" for 1-person ships. It should work like a mix between jelly that slows ship collisions down and

cushions it. Maybe think of a space hobber, a superball or a bumper. When ships collide the force is put on the center of the mass of the

ships, so that they wont spin and explode at the slightest touch like they do atm. Believe me, when I say slightest. The most surgically

precise touch right now just obliterates ships or sends them flying like crazed monkeys.
If you fly into someones behind, then you get slowed down, and the guy in front of you get pushed forward. Right now, you would probably

both die even if the difference in speed were anywhere between 0 and 1m/s.

2. An aerial flight model

3. Weather effects: Rain/wind/snow/lightning all that jazz.
 
Last edited:

WarrenPeace

Space Marshal
Jul 17, 2014
4,209
8,451
2,920
RSI Handle
Shortspark
Unrelated: thrusterbug sounds like some kind of adorable little insect that flies around under its own jet power instead of wings.
 

maynard

Space Marshal
May 20, 2014
5,124
20,290
2,995
RSI Handle
mgk
hey CIG, respect this person's authoriteh!
 
Forgot your password?