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Thread: (SSGX Origins) Let's make a Wipeout game! This time for real!

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  1. #34
    Join Date
    May 2012
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    Quote Originally Posted by docfo4r View Post
    @Amaroq, the ships will receive some lights aswell
    Hell Yeah!

    Anyway, I came up with some new ideas for modes. They might not be implemented, but who knows?

    - Tag Race
    Tag Race is a standard race, but with a twist. There will be between two and four teams (each with at least 2 players): Red, Yellow, Green, and Blue. Each ship will be recolored to match that team (and so will eyecandy such as Engine Trails, Weapon Effects, Shields, etc). In addition, there will be some new pickups (hereafter referred to as Modules). They will have two categories, Logistics and Electronic Warfare. In addition, friendly fire will be disabled (you cannot harm friendlies, and unless otherwise noted, you cannot target friendlies target friendlies). In addition, there will be benefits to sticking together, but it is not required.
    - Tag Battle
    A cross between Tag Race and Eliminator
    - Flag Tag
    WipEout meets Capture-the-Flag

    Team-based pickups (only available in the team-based listed modes above):

    Repair Tool
    Classification: Logistics
    Description: Repairs the targeted ship
    Notes: Can target friendy ships (ignores the 'Friendly Fire' rule), but cannot target enemies (why would you want to repair an enemy ship?)

    Target Painter
    Classification: Electronic Warfare/Logistics
    Description: Targets an enemy ship and 'paints' then, which makes friendly aimed weapons home in on them, and allows them to be targeted more easily (faster lock times and longer targeting range).

    Capacitor Recharger
    Classification: Logistics
    Description: Recharges a friendly ship's Hyperthrust Capacitor

    Control Disruptor
    Classification: Electronic Warfare
    Description: Locks an enemy's airbrakes and reverses their steering and pitch control
    Note: May be combined with 'Virus'

    Virus
    Classification: Electronic Warfare
    Description: They cannot deploy Offensive Weapons, Logistics Modules, or Electronic Warfare Modules. They can however absorb them, and they can still use defensive pickups such as Turbos, Autopilot, Shields, Mines, etc.
    TL; DR: It is a more sophisticated version of the (in)famous "What's This?" from the first WipEout
    Note: It will also start messing with the HUD so that you know immediately that something is wrong.

    Non-team Weaponry:

    Flare
    Classification: Deployable
    Description: Launches a small flare in front of you that illuminates the surrounding environment, only available during night-time races or on poorly lit tracks. Can also distract unsuspecting contenders (who wouldn't notice a glaring bright light flying past them?)

    Stasis Webifier
    Classification: Deployable
    Description: Creates an area of effect bubble that slows all ships that pass through it

    Smoke Cloud
    Classification: Deployable
    Description: Releases a cloud of gas that obscures vision. In team-based modes, it is team-colored, and friendly pilots can see right through it.

    ---

    My ideas here are supposed to add a new layer of tactical depth to the game. What do you think of them?
    Last edited by Amaroq Dricaldari; 8th October 2012 at 07:00 AM.

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