Quote Originally Posted by master bruce View Post
6. make the differences between the ships more obvious
this is the only part of the preceding post I want to expand on..
In team fortress 2, valve found that players found it much more acceptable that the different classes had wildly varying stats once the wildly varying silhouettes were introduced. eg: heavy class definitely looks like it should be slower and have more hit points than the scout. their entire appearance hints at that.

This is not something that's particularly echoed in many wipeout ship designs...
ag-sys looks like it should be light, that succeeds. but it looks sleeker than it's speed stats reflect. triakis doesn't look as heavy as it flies, but icaras is the opposite.
in wipeout (original) ships had varying numbers and sizes of engines. this gave some indication of some of their characteristics, it's a feature of the ship design that's no longer present. I'm guessing that there's now a pre-designated position from which engine trails start, and the ship model is simply positioned and/or shaped to match up with this?

The existing ship designs are beautiful, and in most cases reflect the team identity quite well, but they don't all handle the way they look like they should.