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  1. #1
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    Arrow New Game Mode Idea

    I just thought of an idea for a new game mode for SSGX last night. It's a fairly simple concept and shouldn't be that hard to program/set up either. I call it the Precision Run. It's basically an extension of single player TT & SL. The way it works, you would start of with an unlimited number of laps in a certain speed class, and a lap time to beat for the first lap that is extremely easy to obtain. Then, each lap for the next 10 laps (11 total), your target lap time would decrease by 0.5 seconds, ultimately reducing your target time by 5 seconds after 11 laps. Then, for the next 10 laps, your target time decreases by 0.3 seconds, ultimately reducing 3 extra seconds off the lap time, for a total deduction of 0.8 seconds. Finally, your target lap time will decrease by 0.1 seconds until the game is over (the ending will be explained in a moment), and there is no limit to the number of laps run. Also, the lap is considered passed even if the time is tied exactly (I think the final game should score down to the thousandths: 0.001).

    The mode ends when the player runs out of energy, however, just like in TT and SL, you don't lose energy by hitting walls, but you lose 20 integrity points with each lap that you fail to meet the target lap time. On the contrary, unless your integrity is full, you gain 10 of those points back for each lap that you meet or exceed the target, kind of like Zone mode's regeneration. Once the player's energy reaches zero, they do not explode, but it is their final chance to meet the new target, or face elimination. If the player has 10 integrity and fails to meet the target, they are eliminated. The target still decreases whether it is met or not.

    So for example, lets say on X track, the lap target starts out at 45 seconds. Your session summary could look like this:

    Lap 1: 45.00 sec. Pass 100 integrity
    Lap 2: 44.50 sec. Pass 100 integrity
    Lap 3: 44.00 sec. Pass 100 integrity
    Lap 4: 43.50 sec. Pass 100 integrity
    Lap 5: 43.00 sec. Pass 100 integrity
    Lap 6: 42.50 sec. Pass 100 integrity
    Lap 7: 42.00 sec. Pass 100 integrity
    Lap 8: 41.50 sec. Pass 100 integrity
    Lap 9: 41.00 sec. Pass 100 integrity
    Lap 10: 40.50 sec. Pass 100 integrity
    Lap 11: 40.00 sec. Pass 100 integrity
    Lap 12: 39.70 sec. Pass 100 integrity
    Lap 13: 39.40 sec. Fail 80 integrity
    Lap 14: 39.10 sec. Pass 90 integrity
    Lap 15: 38.80 sec. Pass 100 integrity
    Lap 16: 38.50 sec. Pass 100 integrity
    Lap 17: 38.20 sec. Pass 100 integrity
    Lap 18: 37.90 sec. Pass 100 integrity
    Lap 19: 37.60 sec. Pass 100 integrity
    Lap 20: 37.30 sec. Pass 100 integrity
    Lap 21: 37.00 sec. Pass 100 integrity
    Lap 22: 36.90 sec. Fail 80 integrity
    Lap 23: 36.80 sec. Pass 90 integrity
    Lap 24: 36.70 sec. Fail 70 integrity
    Lap 25: 36.60 sec. Fail 50 integrity
    Lap 26: 36.50 sec. Pass 60 integrity
    Lap 27: 36.40 sec. Fail 40 integrity
    Lap 28: 36.30 sec. Fail 20 integrity
    Lap 29: 36.20 sec. Fail 0 integrity
    Lap 30: 36.10 sec. Pass 10 integrity
    Lap 31: 36.00 sec. Pass 20 integrity
    Lap 32: 35.90 sec. Fail 0 integrity
    Lap 33: 35.80 sec. Fail XX integrity
    Session Over.
    Laps: 33
    Best time: 36.00

  2. #2
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    Hey there. Sorry for the late reply and also thanks alot for this long post. Always feels nice to see people are seriously considering some stuff.

    I want to be honest with you, my personal opinion: The idea of the mode itself is cool. But even you have the integrity being part of the concept, it all goes very close to some sort of advanced Speed Lap for my taste. We already have two time-based race modes [Speed Lap and Time Trial].
    But we were discussing your idea and zero3growlithe had a great idea, which was based on the things you wrote there. We can't go completely "Zone" like you know it from Wipeout, I guess you know that already. But what we like to have is that automatic speed increasing.
    So zero3growlithe had the idea of having this feature + an automatic integrity decrease. And it would fill up a bit again every time you complete a lap. Then TypeProton made an addition that people can also recover some automatically drained ship energy by passing speed pads [which of course is boung to certain risks on higher "Zones"].

    So, lets join the ideas, and brainstorm this "Zone" mode out already, since I am already working on the visual effects during the races

  3. #3
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    OK, so you're saying, your speed is constantly increasing, your energy is constantly decreasing, but you regain some of your energy by completing laps and hitting speed pads. I like the idea, maybe you could gain energy from successful barrel rolls too (I know that's going against tradition). On the terms of energy gain from lap completion, if you wanted to combine the ideas, you could incorporate the target lap time for each lap and add energy only if you meet this time, and continuing to let it drain if you don't. It would be a really interesting idea, maybe every few laps you could have an option to complete a Precision Run (not the same idea as mentioned in the above post), which would be something like the fan run idea from the game Blur, where you have to run through a temporary gate on the track, and if you do run through it, another one appears ahead. Then, a sequence of gates follows, and if you completed them all, you could gain energy. Just an idea to consider, please tell me your thoughts on these ideas and we can tweak and change things to create an awesome game mode!

    P.S. I think we could call this mode "Velocity Challenge" since that's basically what it is, and it still sounds cool, but if you have a better name let me know.

  4. #4
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    Regaining energy with BR sounds good for this kind of mode. Of course, like going over speed pads, there is a risk when you BR but if you gain handle it then you are rewarded.

  5. #5
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    The idea of combining this target lap times and only refreshing energy when you meet the target time is very cool!!
    But I dunno what exactly you mean with this gates... Is it like an alternate route is opening up [which might be hard to do coding-wise in terms of nodes & checkpoints], or is it like you have tiny gates on the existing route that you need to hit?

    Oh and for the name... How about "Velociraptor"? xd

  6. #6
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    The gate idea came from this: http://www.youtube.com/watch?v=PrYjE_8iHMw It's just an idea, if it doesn't make it, it won't be that big of a deal, just wanted you to consider it. The route is on the main course, it just may be tricky to navigate while staying inside the gates. Overall, I like the idea that difficulty = survival in this mode, I think it would be really cool, and great for elite pilots looking for a challenge.

    As far as the names go, I love them both, now I'm so conflicted! I guess we could take a public opinion poll if you wanted to, but really I'm fine with either.

    Edit: 100th Post!
    Last edited by DDD113; 28th October 2013 at 09:14 PM.

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