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Thread: STOP PRESS: Formula Fusion - Next gen Wipeout - from ex Wipeout Devs.

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  1. #31
    Join Date
    May 2012
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    I have some suggestions for overall stats:
    - Thrust Limit: The craft's top speed when going in a straight line without assistance such as speed pads or turbos.
    - Thrust Output: How quickly the craft can accelerate to overcome it's mass, and also a factor of how well it can retain it's speed while turning.
    - Cornering Stability: How sharply the craft can steer without use of the braking systems, and a factor to how well it can retain it's speed while turning.
    - Shield Tension: The lifespan of a craft's shielding; shields can be recovered by absorbing pickups, using leech beams, etcetera.
    - Armor Integrity: How much further punishment the ship can take once it's shields are gone; can only be restored with repair kits or at pit lanes.
    - Mass: How resistant a craft is to being slowed down by weapons and collisions.
    - Downforce: How easily the craft can keep it's "grip" on the track (unless you pitch the nose up, which eliminates most of this downforce). An extreme example would be the Zone Ship in HD and Pulse, which seems to have infinite downforce except on select sections of track.
    - Aerodynamics: How much speed and control the craft retains while in the air
    - Braking Force: How much speed the craft retains while using the airbrakes. A ship that has poor handling but an emphasis on speed might have better braking force and aerodynamics than a ship with poor handling but an emphasis on combat abilities.
    - Firepower: A ship with more firepower will do more overall damage with weapons.

    Just my two cents.
    Last edited by Amaroq Dricaldari; 22nd September 2014 at 08:22 PM.

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