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Thread: Ballistic NG - Wipeout fan project

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  1. #11
    Join Date
    Sep 2016
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    39

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    I am playing the v0.5 Non-Steam version. I used to have Steam, but I got rid of it a long time ago. Seems that I will reinstall it, as I am missing out on many things. Now I know why I cannot view stats or use ship and track importers.
    That is unfortunate that you had to dispose of the track remakes, but I totally accept it. The consequences could be sudden and awful. Better safe than sorry.
    There will be Duel mode?! Ha! Great!
    TT targets are not important. But do you mean that there will be TT event in the campaign grid?

    Also, some new things I want to mention:
    - Cockpits! They deserve a SPECIAL mention (and I forgot about them the previous time)! I always yearned for them since their apperance in Wip3out! Now they are back, and each teamship gets a proper, unique cockpit for themselves! Now this is immersion! (also, piloting anything from the cockpit view is VERY difficult. This will take some time to master...)
    - I think I found a bug: seems that Nova Split does not have the checkpoints set up properly. No matter the speed class or ship, as soon as you cross the start line, you will lose engine power and get eliminated when your speed falls to 40 Km/H (just like when you run out of check time). The case seems the same for the prototype track no. 0x003. Strange, since this does not apply to Arrivon XI, but I would need to check out all of the tracks. Was this issue fixed in a newer Steam version?
    - Can you make the timer count down to milisecond? We probably do not need such precision, by why not make it so anyway if it is possible under Unity? (or was this also changed in a newer version?)
    - I suggest a penalty for mindlessly pushing the thrust throttle to the full (?): your craft gets stalled for a good while (way slower than the the non-Quick Start launch) if the thrust exceeds 95% when the start countdown is complete. A trivial thing, but could effectively convey a message to any Wipeout/AG racing novices out there that this is game is NOT all about reaching high speed as soon as possible (some patience required )
    - I think that the pause menu should have a slight delay (around half a second) between exiting and resuming the actual gameplay. It would be handy to have some time to adjust your fingers over controls, and not to be dropped into racing straight from the pause. Again - it is a trivial thing, but very important in such a fast-paced game like this (I remember that Burnout 3 did this, intentionally or not).

    I think I will have to install Steam and test out the Steam/development version before I post more feedback and suggestions.
    Last edited by shotfan; 4th November 2016 at 01:24 PM.

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