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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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. ;)
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 :D
Alrighty then, happy reading to all! :)
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.
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.
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
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. :D 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)
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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.
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 :D)
Attachment 8209 Attachment 8210 Attachment 8211 Attachment 8212
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. :P 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! :P
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?