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Thread: New Game Mode Idea

  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

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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.

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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.

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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

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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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    I also liked the idea of someone, I don't remember who, who had the idea for "Green Races" with only the self-use (green) pickups. I really like this idea, it would be a nice twist on regular weapons on racing. Also, you could have races using only the defensive or offensive weapons as well, which I think would really fit the game and give it some depth that WipEout never had, because you would have to use very different skill sets to win in each of these disciplines. It wouldn't have to be used all the time, but the option would be nice, as SSGX seems to be a very tactical, intelligent, and skill-oriented game, it would give players a unique and intuitive chance to create new skill sets and hone them in these new racing disciplines.

    Also as a sidenote, maybe you could have a weapon selector for custom races (keep that option locked in career obviously), but allow you to race with any combination of weapons that you wanted. I know it may sound strange, but imagine just how hard it would be to win a race where you could only use tractortraps. It would be so difficult, but yet so fun, because not everyone would have to do it, only those who wanted to in custom race mode (unless it was in the campaign). I think one area where you guys could really beat WipEout is in the availability of as many options as possible in custom races, i.e. number of ships, weapon selector, maybe even have a custom lap selector if you choose a custom race. I'm not saying eliminate the names "Single Race" and "Endurance", but I'm saying to keep those modes and just add in a "Custom Race" selection with all of these options. I really hope you guys consider this, as it would make it for me and for many a game that we would never stop playing, as there would always be some option that we hadn't tried, and it would keep the game very interesting and even more fun! (if that's possible )

    Thanks for reading, and I really hope you consider the Custom Race with all of the options idea, as it would be an utterly fantastic addition to the game.

    Cheers,

    DDD113

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    hmm, green races only sounds too powerful, instead, 1 turbo each lap is recieved and weapon pads will recharge your ship, so you still have to make the choice between speed pad or weapon pad, if it's green only, everyone would go for weaps and ope for a turbo, would be kinda meeh i think

    an the custom race is a good idea, but i would make it separate from single race/ tournament/... as in an actual separate game mode

    As something else, i've been missing in wipeout, wishing it was there, is to select a portion of the track you want to practice (select range from point A to point B) allowing you to practice a difficult part or just to perfect it, wanted this for my speed laps on TJR, but had to do full laps all the time in order to do so, also wanted to use it to see which method was faster for that piece of the track ;-)

    When arriving in point B you'd just respawn in point A

    Cipher

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    Yeah, the custom race would be separate from the other modes, but I think the Green Races would still be interesting, because the Teleporter gives you a distance boost, and the Atom reduces friction, essentially giving you a boost, and the Phantomizer would be kinda pointless, but that's why I suggested at the end of my post just to let people select what weapons and how many ships from the list, it can be any combination they want, just goes for a good challenge, wouldn't have to be in Campaign, but it would be fun to experiment with, like I said, it gives you something new to explore, and that's a good thing. A race with only cannons would be loud and slow, while a race with only impulse blasts would be wacky and crazy. I'm not saying they all have to be equally balanced or tame, I would just like to have the option, because if I ever got bored with Single Race, an impulse only race would sure be a way to add interest!

    The only thing I don't like about the track segment selector is that it almost makes learning the hard parts too easy. That's the challenging and frustrating part of WipEout, waiting a lap to correct a single corner or two, but that's why only the elite persevere, and it makes them better pilots along the way. If you had a segment selector, some people who don't really want to put too much time into the game can figure out a track segment by segment somewhat quickly, against the tradition of patience, trial and error. Just my 2 cents.

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    mind you, i did 2000+ speed laps on TJR testing and fiddling with the corners….. would've really loved that option LOL
    maybe give it a minimum length then or something, but, if the devs agree with ya, then fine

    Cipher

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    Exactly my point, you should have to do that many laps to perfect it, it's just a part of the sport. Anyway, hopefully the devs will evaluate both ideas so we can see what they think.

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    Even we don't directly reply, we are reading and thinking about all the ideas that come up. But sometimes we don't wanna interrupt the wonderful & creative discussion

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    Alrighty then, happy reading to all!

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    Apologies if this is a bump:

    I have an idea for a new game mode: Overtaking Battle.

    (Note: You have infinite shield energy in this mode)

    In this mode, you have a target ship that you must catch up to and stay in front of for 10 seconds. However, you are timed and to extend your timer, you must do two things (The track must be randomly generated, point-to-point, not loop form):

    Pass other craft: There are two types of craft, normal craft and Rivals. Normal craft will travel at variable speeds, ranging from really slow to fairly fast. They will add a random amount from 2 to 10 seconds to your time. Rivals on the other hand, are very fast craft that will require skill to overtake, but they will add anywhere from 7-20 seconds. If you are overtaken by a craft, then you will lose the time that you gained for that craft.

    Pass checkpoints: Passing a checkpoint will always add 20 seconds to your time.

    Overtaking the Target ship: Once you overtake the Target ship, the clock will freeze, and it will be replaced by a 10 second countdown timer. If you are overtaken by the Target, then the countdown timer resets and the clock unfreezes.

    The game ends if you run out of time or if you overtake the Target craft and stay ahead for 10 seconds.

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    Arrow

    Interesting thought there, Mike, it reminds me of Survival mode from Split Second (except in that you were trying to overtake trucks spewing ballistic barrels all over the track). I'm curious to see what the team thinks of it.

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    I haven't been able to check it yet, but is there a basic checkpoint one yet?, like 2097 had, but you'd make the required time for the next checkpoint shorter and shorter
    Zombie mode sounds sweet btw, kinda sad it didn't make it in 2048

    Cipher

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    No checkpoint system has been announced yet, as far as I know, and I agree about Zombie mode, would have been pretty badass, same for splitscreen detonator. Would it even be possible to run splitscreen on a PC game...?

    Edit: 200th post!!!!
    Last edited by DDD113; 28th November 2013 at 12:25 AM.

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    Quote Originally Posted by DDD113 View Post
    No checkpoint system has been announced yet, as far as I know, and I agree about Zombie mode, would have been pretty badass, same for splitscreen detonator. Would it even be possible to run splitscreen on a PC game...?

    Edit: 200th post!!!!
    I think it would be possible to run splitscreen on this game, but it would be really inefficient considering that you have to use so many keys for one player for all the controls. However, I think that Zombie mode sounds quite good. Why not have upgrades like in Fusion (For Zombie mode) every 5 or so rounds? (You'll gain points for each Zombie ship you kill, and you can spend those points on upgrades for your ship such as top speed, handling, shield, thrust, firepower, increasing the chance of getting more powerful weapons, and also getting permanent weapons, not to mention repairing your ship and gaining perks as well) Also, why not make open arenas for Zombie mode (and possibly Eliminator mode if that's possible)?

    New "sort of" game modes:

    Team Eliminator: 4 on 4, or 8 on 8 Eliminator. The game goes on a track or an arena. Work together to eliminate enemy craft. Friendly fire can be on or not. It works the same way as Eliminator, but there are some added bonuses:

    Assist: 5 points
    Betrayal: -20 points
    Double Tractor Beam hit: +2 points per second
    Every teammate on your team hits the same enemy craft: +35 points (Double points for the kill)

    ____________________________

    Escort (Restoring integrity works the same as Eliminator does, cross the start/finish to restore 20 integrity, weapons deal damage than in races):

    There are two teams ([noted as Escorting vs. Destroying] 4 V 6 or 8 V 12). One team has to escort a random craft on their team around a course for a number of laps. The escorted craft cannot use weapons or restore integrity by crossing the start/finish line. If the escorting team escorts the escorted ship around the track for the number of laps set at the start of the race, then the escorting team wins. If the other team eliminates the escorted ship, then the escorting team loses.

    The other team must destroy the escorted ship as fast as possible. If the destroying team eliminates the escorted craft, then they win. If they fail to do this, or all of their ships are destroyed, then the destroying team loses.

    Every craft except the escorted craft has 2 lives. If a craft gets eliminated, they lose a life. Once a craft has no lives remaining, they are out of the race.

    The game can either be a best of 3 or a best of 5, and the teams swap every round.

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    Arrow

    Try to avoid quoting the post directly above yours, unless it is a long post and you're only quoting part of it. Otherwise, more interesting concepts, and some strategic ideas there, I like 'em!

    Also, on the topic of Zombie mode, I have designed a concept ship that could be used for your Zombie opponents if this mode is approved (and I think everyone hopes it is )

    zombie_ship_concept_overview.png zombie_ship_concept_overview_negative.jpg zombie_ship_concept_sideview.png zombie_ship_concept_sideview_negative.jpg

    I went for a sleek yet dangerous, threatening look to the design, and I know I'm not as good of a ship drawer as Xpand, he's just downright amazing, but if you guys like the idea, feel free to take it and play with it, modify it, whatever, as you definitely have the upper hand to me in the art department. I really like the split and toothed nose and the deadly wings that are attached to the hull by two arc shaped bars. The body could be changed around quite a bit, but the front and rear are definitely the defining factors. The top view came out better than the side view, but I think you get what I was going for, I just wanted to provide an idea for you to play around with. Anyway, I was thinking that there could be three different skins for this ship, the color scheme consisting of army green, black, and red (maybe a small bit of gray here and there). Therefore, you could have a primarily green skin with black and red accents, a primarily black skin with green and red highlights, and a primarily red skin with black and green highlights. This would give more visual interest to your opponents than if they were all the same color.

    I included the negative photos because they might be easier to see, depending on your computer's brightness settings. Just tell me what you think of my design, and make any changes you like to it, anything I post here is all yours!

    On another side of the Zombie mode topic, I think it would be best in the end to run it on the current track and to have 3 checkpoints around the track that are equal distances apart from each other (one being the start/finish line), and having those three checkpoints be the zombie ship spawning point. You could have ghosts of the zombie ships waiting at each checkpoint with no mass or anything, but then make them become real after you've passed, adding to the pack. You could receive a cannon at each checkpoint, and then it is your choice whether to absorb it to replenish your health or to use it to thin out the mob of zombie ships that are ramming you, adding strategy to the mix. Also, I think the three segment zombie ship generation is better than generation by lap because it would constantly keep zombies on your tail, making the mode more exciting. In the end, you are scored by how many segments you complete before your death, with kill stats, absorb stats, shots fired stats, and near-death-experience stats. All in all I think this would become a very complete and extremely addictive game mode that could add a lot of popularity to the game. Please tell me if you have any suggestions on this section, too, I want to hear everyone's thoughts.

    And thanks if you actually read the whole thing!
    Last edited by DDD113; 28th November 2013 at 05:47 AM.

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    I have read the whole thing and I really like your ideas, also the ship concept. But as for the color, I'd go with maybe just one metal-ish color setup and have some sort variety in red blood decals or something like this.

    The tracks can indeed be the current ones. OR what do you think of a more open run at the Sao Paulo city [where the underground races will happen?].

    I am also thinking about making this thing a bit more special by combining the Zombie idea with the idea from Mike: You have to face the Zombies all alone but after a "wave" of Zombies, there is a buddy waiting for you [same ship that the player has] who could fill you up with some energy. This means you can't absorb at all. How about this buddy would SOMETIMES even join in for a Zombie wave?

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