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  1. #30
    Join Date
    Oct 2013
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    pp-123
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    Amazing. Will we have advanced settings as well (where TMRS should be located)? As DDD said, most racing games like GT5 and Forza 4 just have a simple AI that you can outsmart. However, with TMRS (which I think that it may be really hard to code ), this shouldn't really be a problem. I think it may feel that you're actually in a real online multiplayer game providing you get it correct!

    EDIT: New game modes!

    Survival Racing: All you have to do is to beat a certain race time. However, there is a catch! All of your opponents are in very large and heavy ships (Similar to the Helios 1C, or the Hummer H1), and they are going the opposite direction! If you have a big crash with one of them, your craft will be instantly eliminated. Other than having a big crash with one of the oncoming ships, then you will not take integrity damage, even for barrel rolling. If you fail to beat the target time, then you will also be instantly eliminated.

    The extension to this is Infinite Survival. The basic concept is the same. However, instead of trying to beat a time, you have to survive as long as you can. You start with only one oncoming ship, but every 10 seconds, another ship joins in. You get 2 heavy crashes this time instead of 1.

    Scores will be worked on later.

    ____________________________

    Not really a game mode, but an idea: Simulation Damage

    This might not be included in the game, but it might be an idea to consider. I'm pretty shaky to see this in the game, but I think that this idea is worth sharing.

    Your ship will not only take integrity damage when hit, but it will also start to suffer mechanical problems. The only way to fix these problems is to absorb weapons. Each weapon absorbed will repair all damaged systems by 15%.

    For example...

    If you got hit in the front, you will possibly suffer:

    [Damage: Effects]
    Front Aero Damage: If your Rear Aero is not damaged/destroyed, your craft will understeer a lot more depending on the damage through the corners, and your top speed will be hampered depending on the damage of your Front Aero.

    Weapon System Damage: Your weapon pickups will be restricted depending on the damage of your Weapon System. If it is destroyed, you will only be able to pick up Mines, but only 2 mines will be deployed. Your own weapon damaging effects will be also reduced depending on the damage of your Weapon Systems.

    If you got hit in the sides, you will suffer:

    Steering Damage: Your craft will be harder to turn and will steer to one side naturally. This is varied depending on the damage of your steering.

    Anti-Grav System Damage: Depending on the damage of this system's damage, your craft will bounce, becoming harder to control, and sink lower to the ground. This causes the craft to scrape along the ground, which will lose you speed.

    Side Aero Damage: The least important thing to get damaged. Your Anti-Grav System, your Weapons System, and your Steering are completely safe until one of these are fully damaged (Only hits from the destroyed Aero will count for other damage, the other does not until it is destroyed also). These cannot be repaired unless you complete a lap. Once you do complete a lap, these will both be repaired by 10 percent.

    Finally, if you get hit from the rear, you will suffer:

    Rear Aero Damage: Your craft's back end will come out more often, making it harder to control through the corners. Your Engine and Airbrakes are safe until the Rear Aero is destroyed. (You can absorb collected weaponry to repair this, but it will only repair 10% of your damage) Your craft will also suffer a drop in top speed as well.

    Airbrake Damage: Possibly the second worst type of damage possible. When this system is damaged, your airbrakes will function slower and eventually, not work at all. As always, this varies on the damage level of your Airbrake system.

    Engine Damage: The worst kind of damage of the lot. Your thrust and top speed will drop dramatically. Once your engine is destroyed, you will be barely able to sustain 200 Km/h on Gamma class.

    In conclusion, Simulation Damage does seem very overkill, but I think it's worth sharing. Comments?

    ________________

    Hot Potato/Timebomb:

    This is a Last Man Standing/Tag cross. At the start of a race, 2 random ships (except the race leader, who is immune to having a bomb), have bombs. The bombs have a fuse set for 60 seconds. The 2 ships have to ram (tag) other ships to pass the bomb to them. If a bomb-carrying ship tags another ship, then the tagged ship gets the bomb and cannot tag anyone else for 2 seconds. Meanwhile, the previous bomb-carrier loses the bomb. If a bomb-carrying ship takes the lead, then the previous leader immediately gets the bomb and cannot tag anyone for 2 seconds. After the fuses go on the bombs (After 60 seconds), the bombs will go off and the ships with the bombs are eliminated. Once 3 ships remain, one bomb is taken away, leaving one bomb to destroy one ship. Once 2 ships are left, the race leader loses his/her's immunity to getting bombs and it is an all-out battle to avoiding getting the last bomb. The winner is the last man standing. Weapons are off, and you have infinite ship integrity.

    Any comments?

    If you read all of this, you get a cookie.
    Last edited by Mike458; 3rd December 2013 at 01:33 AM.

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