------ My idea for the weapon distribution system ------
I think the best method (in my opinion) is the way it is done in WipEout 2048, with seperate Offensive and Defensive weapon pads.
If you wanted to, there could also be the classic red pads which are non-discriminate and would either give you an offensive or defensive weapon. You could have all three types of weapon pads on a single track. Not only that, but in Speed Laps and Time Trials you might be able to keep Defensive weapons (excluding Mines and Bombs) available.
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But I actually came here to suggest a better version of the Turbo pickup. I call it the Afterburner. Basically, it is a fuel based version of the Turbo. This way, you could control the speed boost to avoid flying off the track, gaining too much height, or crashing into a wall. In addition, you would be able to make it last longer and use it more than once (or use it all at once if you feel the need).
Other ideas of mine are to make mines* stay on the track indefinetly, to merge rockets and homing missiles** (to make things simpler), and to make a new version of the quake icon***
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*Pun unintended
**Without a target, it is just three dumbfire rockets. However, if you give it a target they will merge into a single homing missile which will ricochet off walls.
***Like in wip3out, the Quake icon will start as a lowercase Q, and then it will split into two parallel lines which will spike like they do in Pulse and HD, and then it will end with an arrow at the end of each line, or if you want make you can make them the same arrow.
------ Afterburner Mock-Up Icon Finished ------
Originally Posted by
Amaroq Dricaldari
I finished prototype of the Afterburner Icon.
slipstream_gx_afterburner.png
I used the WipEout Pulse/WipEout HD Turbo Icon as a base, then worked my way up from there. The software used was
Paint.NET
The Anti-Aliasing was done simply by doubling the size of the image and then returning it to its original size. Super Sampling was used.
Please give me feedback, and also keep in mind that it was done in about 5 minutes and I don't have very much skill at image-making.
Copied from Slipstream GX mainthread.
------ Old Mines versus New Mines ------
Rather than deploying a chain of floating mines, it will launch a cluster of mines behind you, which will cover a section of track in a random formation. These mines will attach to the track instead of floating, and thus they will be harder to see and they can only be destroyed either with an Autocannon, a Plasma Bolt, a Quake or an explosion. They are magnetically attracked to ships and will attach to any craft that passes over them. They will have a three second detonation delay, so you won't know that you just passed through a minefield until it is too late. Unlike in earlier games, these will stay on the track until they are triggered. If you activate a Shield, it will detach any mines from your craft and will prevent others from hitching a ride. Note that this will not reset their detonation timer.