Page 8 of 10 FirstFirst ... 45678910 LastLast
Results 71 to 80 of 99

Thread: New Game Mode Idea

  1. #71
    Join Date
    Feb 2013
    Location
    United States
    Timezone
    GMT -6
    PSN ID
    DDD113
    Posts
    562

    Arrow

    I think a merger of those two points goes best. I talked to Damon yesterday and he (finally) remembered bringing up the Time Bomb idea, and also a game mode called Tag, where players basically play tag with their AG ships using weapons and rams. All in all, I think if we have one or both of these modes and no eliminator, I think it still fits the "not-all-out-death" motto but still allows us to have fun in aggression-filled races. I also think that Time Bomb and Tag fit the feeling of the game, because overall, SSGX is a very technical game, and requires tactics and intelligence to succeed at. These two modes take the aggression from eliminator mode, but add a tactical twist, something the brute-force raw eliminator didn't really have save for shielding tactics. It just feels like a more intelligent way to play to me, and that goes with the game, so I think we can stick to the less-violent ideals of the ARC-150 and still include these modes.

    Sorry about the Velocity thread, I just decided to form it because I knew I was going to go very much into detail and thought people may be deterred from this thread by the massive wall of text that met their eyes upon viewing it. You can merge it if you want, it's not critical to be kept separate.

    P.S. Kai if you like scary indie-horror games, you should definitely get Outlast: http://www.ign.com/games/outlast/pc-145344 http://store.steampowered.com/app/238320/ It has a great story throughout the campaign, and at some points, if you play alone and in a dark room, can be downright terrifying. I played through the whole thing in one long night and have no regrets.

  2. #72
    Join Date
    Oct 2013
    Location
    United States
    Timezone
    GMT -5
    PSN ID
    pp-123
    Posts
    199

    Default

    Quote Originally Posted by DDD113 View Post
    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.
    Yes, I read the entire wall of text ; took me a while!

    And the transfer period is basically the "no tag-back period" of sending the bomb to someone else right after a ship gets a timebomb.

    Quote Originally Posted by DDD113 View Post
    WE WILL HAVE NO FUN!!!!!
    Lolwut.

  3. #73
    Join Date
    Feb 2013
    Location
    United States
    Timezone
    GMT -6
    PSN ID
    DDD113
    Posts
    562

    Arrow

    Now that's a smart point with the no-tagback period (lol, we sound immature! ) We really should have some sort of short time period to give the player handing off the bomb time to escape again, very good point there. That would have been a costly oversight!

    - Imagines two ships bouncing off one another endlessly until the bomb detonates and destroys one of them -

  4. #74
    Join Date
    Oct 2013
    Location
    United States
    Timezone
    GMT -5
    PSN ID
    pp-123
    Posts
    199

    Default

    I was imagining the same exact thing when I made that post.

    Anyway, should Sao Paulo also have an open variant where the whole city is yours to explore or play tag in? I think it may be interesting for outsmarting other players by blocking off corridors, trapping them inside to tag them. If that's the case, should there be Infection tag? (From Forza Horizon, 1 person starts off at it, that person has to tag all of the other players, and if you get tagged, you get infected with the other player. The last person not infected when all the others are infected wins. This helps with tactics and teamwork!)

    Also, if the open variant is allowed, maybe we could do some easter eggs (platformers, secret areas, falling off the map , the possibilities are endless!)?

    Thoughts on this?

  5. #75
    Join Date
    Feb 2013
    Location
    United States
    Timezone
    GMT -6
    PSN ID
    DDD113
    Posts
    562

    Arrow

    Only thought is that the entire city of Sao Paulo fully modelled and rendered to SSGX standards would not be able to run on any normal computer, the city is simply too large for that. From my understanding there may be skillcuts and alternate routes, but the main route will be the same, and although all the streets will be open, they will not be able to be traveled down for a distance. That's a cool idea, but would only work with a console game. On the infection standpoint, it made me think awhile, but overall I think the problem is that the 'infected' would become too powerful toward the end for just one or two players to avoid six or seven of them. Plus I like the idea of a two ship mano-a-mano battle at the end of the round, it adds to the appeal and tactical nature of the game. Plus it puts a very 'final' nature to the mood of the mode with the result of the bomb detonating as an elimination.

  6. #76
    Join Date
    Apr 2010
    PSN ID
    Xpand122
    Posts
    1,528

    Default

    Quote Originally Posted by DDD113 View Post
    .... and although all the streets will be open, they will not be able to be traveled down for a distance...
    You already know more than I do and I'm the one preparing the track, lol.

  7. #77
    Join Date
    Feb 2013
    Location
    United States
    Timezone
    GMT -6
    PSN ID
    DDD113
    Posts
    562

    Arrow

    I thought that's what you said when we were talking about not making it a closed circuit, so the streets would be open but you couldn't travel down them without respawning on the main course unless they were specialized split paths. Maybe that's just the way I interpreted it, lol Point in fact, there's still a lot of modelling to go, so I guess not much is really set in stone at this point.

  8. #78
    Join Date
    Oct 2013
    Location
    United States
    Timezone
    GMT -5
    PSN ID
    pp-123
    Posts
    199

    Default

    True, true, and possibly who knows what might come out of it?

    New "sort of" game mode!

    Cone Challenges (or whatever):

    This is an extension to Time Trial, but this time the track is littered with cones. Your goal in this mode is to knock down every cone placed randomly on the track. If you miss a cone, you will get a 5 second time penalty at the end of the race for each cone you missed. Cones that hit and knocked down also count as hit. The number of cones spawned is multiplied varied on speed class. Barrel rolling also releases a small blast from your craft, knocking down all cones in the radius.

    So for the multipliers:

    Alpha: 100% of cones
    Beta: 150% of cones
    Gamma: 200% of cones

    The first extension is basically a reversed version of Cone Challenge. In this mode, your job is to avoid as many cones as possible. At the end of the race, you get a 5 second time penalty for each cone that you hit. Barrel rolling this time around activates a Phantomizer for about one second, as well as giving the speed boost that BRs normally give. However, the number of cones spawned for each speed class is the same.

    The other extension to this game mode is in an open area against 7 other ships. Your goal is to knock down as many cones as possible in the open area as you can before time runs out. Cones will periodically spawn in patterns or dispersed in bunches all over the area for you to hit and score points. Once time runs out, the ship that hit the most cones wins. You can choose whether to use weapons or not. You have infinite shield energy in all of these variants except this one. Being eliminated will cause you to lose and drop 10 cones that can be hit by other ships.

    Thoughts on these modes?

  9. #79
    Join Date
    Feb 2013
    Location
    United States
    Timezone
    GMT -6
    PSN ID
    DDD113
    Posts
    562

    Arrow

    I'm not a huge fan of the whole cone idea. I mean, why place a hundred random cones on a racetrack and have a TT with them when you can have a regular TT on the open track, with speed pads that make you move out of your racing line anyway. Once upon a time a sort of gate idea was brought up, but dropped because of the already technical challenges of the courses. For example, many times on Cassandra or Draco Cavernae on Gamma class, you're lucky to run a perfect lap in an iFreet (which has a handling stat of 90/100 by the way) let alone dodge a bunch of cones. This mode might have worked physically in a game like Pure that turned really fast and was really slidey, but SSGX is more like WO3 where every corner demands F1-like perfection and some corners push a good ship to it's limit. (Cassandra turn 3, anyone? ) However, if I remember right (check me on this Ric) there will be an early part of the campaign that involves dodging obstacles, but mostly just for the practice of doing so.

  10. #80
    Join Date
    May 2012
    Timezone
    GMT -6
    Posts
    854

    Default

    I had an idea for not necessarily a mode, but rather a configuration menu, for custom races: Mutators. I got the idea from Unreal Tournament and Super Smash Bros.

    Basically, you can configure all kinds of stuff for mutators, be it:
    - No Shields (race like in WipEout Classic)
    - Automatic Acceleration
    - Max/Min Stats
    - Regenerating Health (incompatible with No Shields)
    - Weapon-Swapping (when you get hit and do not have a weapon, you will copy the weapon that hit you)
    - Enable Super Weapons
    - Etc

    I also came up with an ACTUAL gamemode:
    Handicap Race
    Basically like a normal race, except those who are more likely to win will receive a penalty to their various stats, what weapons they can pick up, their maximum speedclass, etc. Meanwhile, those who are losing will get buffs to their stats, their maximum speedclass, or what weapons they can pick up. If possible, this could be turned into a mutator that could be applied to any competitive mode.

    Flagrun (did somebody already suggest this?)
    There is a flag on the map, and whoever picks it up becomes the flag carrier. Depending on how long they can hold it, they will gain points. If they get eliminated, they will respawn but lose the flag. A team version could also be available.

    Juggernaut
    There is one ship, and everyone else is teamed up against them. There is only one objective for the Juggernaut: Survive as long as possible. There is only one objective for everyone else: Beat the Juggernaut. Whoever delivers the killing blow to the Juggernaut becomes the Juggernaut. But what exactly is the Juggernaut? The Juggernaut is a ship with maximum possible stats (or perhaps even higher), and possibly a few unique abilities inspired by the Prototype ships in 2048. The Juggernaut isn't at an unfair advantage however, since EVERYONE is teamed up against them.

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •