Quote Originally Posted by darkfaerytales View Post
please NO!
Well man, I guess you didn't spent that much time with ZONE.

Quote Originally Posted by darkfaerytales View Post
made instead another kind of zone mode, a further mode into the zone iself
Yeah for sure. There are lots of possibilities. But! Due to the simplicity
of the ZONE mode, it is rather easy to skew it up. So if ever, they have
to really think twice of whether they release a new (sub-)mode or not.
For example, I don't wanna see a mode were you will collect items or
whatsoever to gain some points or energy.

Quote Originally Posted by darkfaerytales View Post
what's the sense in make new tracks only available for zone mode , when every tracks already can have its zone-rendered counter-part?
Read my last post again. But there is more to it. Developing high-speed
tracks for ZONE may eventually lead to a higher speed-class for the
current crafts, which are not able to run at ZEN, SUPER ZEN, ..., or
SUBSONIC speed due to their mechanics (they wouldn't even stick on the
track). The mechanics of the zone craft is totally different and adapted to
very high speeds, but it has its limits, too.

High speed is a nice thing, but let me tell you something. Usually, as
higher the speed (in a game) as more unrealistically the controlling
mechanics becomes, since taking a hairpin at 2000km/h is very
unrealistic. Hence, one has to cheat on the controls (physics) to allow
for such maneuvers. This sux! I mean look at F-ZERO, that is a fun
fast-paced ARCADE game but I for myself like the physical touch of
WipEout HD even more. A lot of ppl say that F-ZERO is the faster
game, maybe, but its a pure arcade game. WipEout HD not only put
a lot of emphasis into the tracks but also into its craft's mechanics.

However, that isn't to say that we don't wanna have a faster game at all.
Btw; PHANTOM is quite too slow for a lot of speed-freaks. Anyways, here
is the problem; Building very enjoyable non-trivial high-speed tracks
and high-speed crafts that have a non-trivial mechanics / physics is like
squaring the circle. Balancing both is quite a tough job to do and requires
a lot of testing. And up to my point, the ZONE mode does exactly this and
it might be a forerunner for a higher speed class to come. I mean, SL can
get a lot of important data out of the leadboards of all the tracks under
the ZONE mode. There are a lot of interesting ratios for each track.
Additionally, the zone craft mechanics can be analyzed to check what it
takes to build a craft for higher speeds. And I can tell you, they have
adapted the mechanics of the zone craft multiple times. The biggest change
was introduced with v1.30. But also v1.40 changed the mechanics slightly
(less over-steering on strong airbrake use).

Quote Originally Posted by darkfaerytales View Post
this is crazy, this is even add something it's take away in that way, zone it's only a mode of the game, NOT THE GAME


Quote Originally Posted by darkfaerytales View Post
why sacrifing the opportunities of develop some unexplored kind of environment, maybe balancing the over-abused metropolitan environment,instead, whit tracks that have neon lights , virtual reality effects and vivid colours than cause you headache and blood loss from your eyes after 15 minutes of intese playing, for " environment"? ( not to despise or decry zone mode, i love it, but i prefer " reality " enviroments )
The current ZONE mode is only a first (actually a second) try. However, I
I want that mode to stay 'computerized' the way it is. I even want it to see
more effects. For example, I want to see a full specular reflective theme
utilizing spectral color stripes.

Well, if you're not into the ZONE, then you might not get what I'm taking
about. xD