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Thread: New Game Mode Idea

  1. #61
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    I like the idea of having a Survival like race as an exclusive event, it makes it more, well, exclusive, for lack of a better word. I don't know if it would work as a full game mode, but like Kai said, with further development, we will see. As for Time Bomb, again, I'm cool with only the Sao Paulo run, if we make it as cool as what it sounds like from what I've heard, I think this would work very well.

    As for the Zombie ship, I should be able to get it colored and I will get a side view done sometime in the near future, this week is going to be busy though. Doesn't help that we've got a snowstorm moving in, I guess in that case I may have a lot of time for sketches!

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    Well, possibly a rivalry between 2 teams, such as CEN-R and Zepher? That might work as an exclusive event for both.

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    I think I'm going to talk to the dev team about rivalries, I have some ideas as far as that goes, but we'll see how they work out!
    Last edited by DDD113; 6th December 2013 at 12:18 PM.

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    So, special events might go with certain rivalries, such as a Survival Race with one of the teams, Zombie mode for another, and possibly Timebomb for another?

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    Hm no they aren't connected to actual game modes. It is rather a unique race setup. Also not all key events are about rivalries. Some others are for example training missions or friendly face-offs, rescue and escort missions. They can't be cathegorized into certain game modes.

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    So, they'll just be like campaign events? I'm fine with that, but I think it would enhance the experience if you could play it in free play at any time. Just saying...

    *hops back in his Helios and flies away, eventually exploding into a Zepher*

    EDIT: New (Sort of) game mode! (This was from Fugitive Takedown 2)

    Street Race

    Race against 7 or 11 opponents in a 3, 4, or 5 lap race (depending on speed class, of course). However, cops appear randomly at times and will bust (eliminate) the last-place pilot. Weapon pads can be replaced with repair pads, which restore 10% integrity every time you run over one. This is because if a cop hits you, you'll either be instantly eliminated, or dealt 95 damage to your craft and receive a small slowdown.

    When there are only three racers left, 2 cops will come out and pursue the player, randomly ramming craft and the player, dealing small amounts of damage (about 10%) each ram. However, these cops are outrunnable, and if you get out of sight of the cops, the cops won't pursue you anymore. The winner is the first craft to cross the finish line (if there are going to be any ).

    EDIT EDIT: Another new game mode: Refuel!

    You are the only craft on the track (needs to be randomly generated, point to point, endless), and your shield energy is constantly decreasing. The goal is to cover the most distance possible before your craft is destroyed by running out of vital integrity. The only way to restore shield energy is to go over speed pads, which will restore some of your shield energy. You are also on a time limit, and you must pass checkpoints within a certain amount of time. Your time will also slightly be frozen for about half a second every time you hit a speed pad. The question is though: How far can you fly before you are inevitably destroyed?

    And finally, possibly an extreme game mode that shouldn't be implemented (but could be released as DLC [won't be part of the ARC-150 because of the high numbers of casualties involved]: Destruction Mode!

    The goal of this mode is to cause as much damage as possible by destroying your craft at a junction of some sort. Your craft is armed with a self-destruct bomb that will automatically activate after one minute. You can also manually activate it as well. You gain points for every other craft you destroy and also for collateral damage, and you can get cannon pickups that can help you cause more damage too (other craft have very weak shields that can be broken through with about four shots. On destruction of your craft, your craft will send out a blast radius (like the Bomb from Wipeout games), and you can control your craft in mid air whilst it is destroyed, allowing you to cause more damage. You get two attempts to get as many points as possible.

    I know that Destruction is not a really good game mode like Simulation Damage, but I feel like it's worth putting out there. Any thoughts on these game modes?
    Last edited by Mike458; 31st December 2013 at 04:08 AM.

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    We need to revive this thread and finish the game ideas we've started, namely Zombie mode and possibly Time Bomb. First off, I actually do like the idea of being unarmed in Zombie mode, basically making it a run-and-survive mode. That way the focus would be solely on precision piloting skills instead of combat, which also fits better into the storyline since the ARC-150 is just coming off the violent and now-hated F9000, so you would think violence would be limited (i.e. no eliminator, no Zombie weapons, I'm not saying change the AI aggression, that's some good stuff! ). Since rubber banding cannot kick in instantly, if you jumped out ahead of the Zombie ships, you would have a short little break before they caught up to you, which they would since this mode would have to be extremely rubber banded. That's my thoughts there, on making it a precision battle. But we can still have Carlos come and replenish your energy.

    As for Time Bomb, first of all I have to say I'm curious as to how far Damon got with this idea when he brought it up, and what he can add that we may have missed. For what we do have, though, I think it would make the most sense to have two bombs at a time, one starting with the player and one with another ship. If you like, the the bombs could be made Plasma Bombs for extra interest, and explode in a bright color with a blast radius for visual effect (and sentimental inclusion of plasma ) Also, one of these bombs will detonate after 20 seconds (close to one lap in Gamma class) and the other after 40 seconds (close to two laps in Gamma class), and you don't know which one is which. Note: the detonation time will be adjusted for each speed class so that the bombs detonate slightly under one and slightly under two laps, respectively, but all further data will refer to the Gamma version of the mode. The bombs cause an automatic elimination on whoever's ship they sit on as they detonate, and they attach to the ships like magnets, and transfer rapidly by contact with another ship.

    After both of the first two bombs have detonated, as the field comes to the start of their third lap, two more bombs will be waiting on the ground at the start finish line, in the middle of the track. They will gravitate to the first two ships that pass by them, and still detonate 20 and 40 seconds after they are picked up, not after they are spawned. So then the cycle starts again, and by the end of lap 4, only four ships remain, so at the start of lap 5, the sequence starts again in the same fashion. Then, at the start of Lap 7, as only two pilots remain, a single bomb will lie in wait at the finish line, causing a battle for the finish. This bomb may detonate after 20 or 40 seconds, that is unknown.

    If the bomb is in ship transfer when it is supposed to detonate, it will wait to detonate when it's attached to the ship it is currently in the process of attaching to. The bombs cannot be dropped by the ships, and when the new set of bombs sits on the ground they are guaranteed to attach to the first two players that pass by, regardless of how close they are to the bombs. Also, if the player attempts to go backwards in this mode, they will proceed to the results screen as the AI computer takes over their ship and Blocky says, "Ship Decommissioned." Also as a sidenote I think this mode could be run on all tracks including Sao Paulo, the narrower ones would just make it more interesting. Also, the AI would have to be heavily rubber banded around the player again and coded to stay in a relative pack-like formation.

    And here's a delayed response to your ideas above, Mike: For Street Race, the first problem is that's what we'll be doing in the first few events of the campaign, so the name would have to be changed, but anyway, I'm not a big fan of the cops vs. robbers style modes, especially in AG racing, that just seems odd to me. I think Zombie mode is enough of a pursuit, without bringing the 21st century influence of cops and robbers in.

    For Refuel, some of the aspects you talked about are likely to be used in Velocity Challenge mode (see thread here: http://www.wipeoutzone.com/forum/sho...048#post232048) The frozen time when you hit a speed pad will not, however, it would make the gameplay too choppy, keep in mind, a flowing experience is the goal.

    And yeah, for Destruction, far too violent, terroristic, etc. Doesn't fit the ideals of the ARC-150, especially following the F9000.

    Anyway, hopefully some of you guys (dev team and others) will evaluate my refined Zombie and Time Bomb (or maybe Plasma Bomb? ) ideas, and give me some feedback on them, so we can work further toward finalizing our mode lineup and then refining the modes themselves.

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    I agree with all of your points there, and I just thought that Destruction would be worth sharing anyway...

    I was about to say in the Velocity thread: "Hey! You took some of my ideas from Refuel mode! "

    Anyway, I have another game mode to share, something on the simpler side of life:

    Free Run: The track is randomly generated, and it is endless. You have infinite integrity, and the goal is just to simply have a nice cruise and have fun. You are given the options to set the difficulty of the track generated (and the track is randomly generated, not a closed loop), and whether to have AI opponents or not.

    And for Time Bomb, should there be a no-transfer period after the bomb has been transferred (2-3 seconds?)?

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    WE WILL HAVE NO FUN!!!!!

    Just kidding, lol We had thought about random generation for Velocity mode, but kinda left it because it didn't fit the constant acceleration idea, you kinda have to know where you're going there. Interesting thought though, just for a joyride, I'm just not sure about the work input vs. reward, though, in my opinion I might play it every once in awhile but I would mostly stick to the race and time modes (including Velocity Challenge, and all the other modes with AI). Nice to see new ideas popping up again.

    Also for Time Bomb, what exactly are you referring to with the transfer period? Like how long it takes to go from ship to ship?

    P.S. Can't believe you read that far in the wall of text that is the Velocity Challenge thread.

  10. #70
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    First of all, I think we should continue discussing new race modes in one thread, otherwise ideas and critics get mixed up, even if threads are about a totally new idea. I won't merge the Velocity thread into here as of yet for a simple overlook but I'd like to ask you guys to keep any further discussion about race modes in this thread. For those who don't know the Velocity mode/thread, please read here:
    http://www.wipeoutzone.com/forum/sho...ge-Development

    I for myself still like the Zombie mode the most. Especially your idea with not giving the player any kinds of weapons, Davy. Kinda reminds me on that indy-horror game Slender: If you have no way to defend yourself and all you can do is run, it's an even more thrilling experience to stay alive.

    Time bomb sounds also ok. I know this race modes from Destruction Derby, Crashday and Flatout - typical "destruction" modes so to say. But I never really enjoyed this modes, maybe it's just me - doesn't mean we won't include em Lets wait and see what the others think.

    As for the overal violence. You both made some good points:
    - Story-wise it would make sense to not put too many violence/weapon based modes into SSGX.
    - Otherwise we could say "screw the story, I want to have fun"

    Now we can discuss which of this two points makes more sense cuz I have no idea

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