Post by linkshot on Oct 1, 2012 13:21:11 GMT -5
I finally came to a realization (that I talked with Rob about) today.
This game reminds me a lot of Kirby Air Ride. Vehicular, single-button, free roaming world with powerups.
Currently the vehicles only have a couple stats: Health and Speed.
I'm assuming weapons and shields are separate entities attached to a vehicle
This is where the "lack of skill" feel comes from. All the tanks are straightforward to control.
I'm proposing a few more stats here:
Split all movement into Forward and Backward.
Add acceleration, max speed, and braking.
Add turn and grip.
Split Turn into Moving and Stopped.
Add "reverse range".
The speed things are straightforward. No explanation necessary.
Turn is how fast the vehicle will face the direction you tell it to. Some vehicles turn better when stopped, others turn better when moving.
Grip is how sharp the vehicle will change its moving direction. A vehicle might have amazing Moving Turn but terrible Grip, causing it to turn in a wide arc and very clumsily.
Reverse Range is how much leeway a vehicle gives you when clicking to move backward. A vehicle with a 0-degree spread will simply never move backward. 45-degree is average, and 340-degree will make it hard to move forward!
Taking a couple of the extreme examples in Air Ride:
Swerve Star would have no Moving Turn ability, but decent Stopped Turn. It would have amazing Acceleration, great Max Speed, and outstanding Braking. This results in having to move in a series of beelines to get around.
Slick Star, on the other hand, would have decent Moving Turn, poor Stopped Turn, decent Acceleration, good Max Speed, but almost no Grip. This results in sliding absolutely everywhere. In fact, this is how I imagine the Hurricane should be.
Formula Star is just a drag racer. Terrible Moving Turn, bad Stopped Turn, poor Acceleration, but the best Top Speed, and average Grip. As I see it, the Mustang's Backward stats should be this, to make it so its weakest shield point gives it the fastest movement. As such, it should also have poor Reverse Range to make it harder to keep that speed.
Any more stats that should be added? With a near infinite amount of shield + weapon combination to attach to these stats, we could see a lot of variety, which would definitely take a mastery of the game.
This game reminds me a lot of Kirby Air Ride. Vehicular, single-button, free roaming world with powerups.
Currently the vehicles only have a couple stats: Health and Speed.
I'm assuming weapons and shields are separate entities attached to a vehicle
This is where the "lack of skill" feel comes from. All the tanks are straightforward to control.
I'm proposing a few more stats here:
Split all movement into Forward and Backward.
Add acceleration, max speed, and braking.
Add turn and grip.
Split Turn into Moving and Stopped.
Add "reverse range".
The speed things are straightforward. No explanation necessary.
Turn is how fast the vehicle will face the direction you tell it to. Some vehicles turn better when stopped, others turn better when moving.
Grip is how sharp the vehicle will change its moving direction. A vehicle might have amazing Moving Turn but terrible Grip, causing it to turn in a wide arc and very clumsily.
Reverse Range is how much leeway a vehicle gives you when clicking to move backward. A vehicle with a 0-degree spread will simply never move backward. 45-degree is average, and 340-degree will make it hard to move forward!
Taking a couple of the extreme examples in Air Ride:
Swerve Star would have no Moving Turn ability, but decent Stopped Turn. It would have amazing Acceleration, great Max Speed, and outstanding Braking. This results in having to move in a series of beelines to get around.
Slick Star, on the other hand, would have decent Moving Turn, poor Stopped Turn, decent Acceleration, good Max Speed, but almost no Grip. This results in sliding absolutely everywhere. In fact, this is how I imagine the Hurricane should be.
Formula Star is just a drag racer. Terrible Moving Turn, bad Stopped Turn, poor Acceleration, but the best Top Speed, and average Grip. As I see it, the Mustang's Backward stats should be this, to make it so its weakest shield point gives it the fastest movement. As such, it should also have poor Reverse Range to make it harder to keep that speed.
Any more stats that should be added? With a near infinite amount of shield + weapon combination to attach to these stats, we could see a lot of variety, which would definitely take a mastery of the game.