[LISTED] Boost Start

Here you give us specific suggestions on how you think the private release can be improved.

This isn't for bug reports, this is for features (example: wrong way indicator)
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Skid
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[LISTED] Boost Start

Postby Skid » Sun Apr 03, 2016 1:52 pm

Same as in Rollcage 1 and 2, if you hit the accelerator the second the GO appears, you accelerate as if you picked up and used a boost pickup.
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potterman28wxcv
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Re: Boost Start

Postby potterman28wxcv » Mon Apr 04, 2016 1:27 pm

Damn I'm sure there has been at least one or two of topics about it, but nothing was listed in the Suggestions list hmm..

Anyway, adding it :)

On a personal note, I think it shouldn't be a boost exactly like the current boost power-up - just imagine the chaos if it was.
It would have to be something more succinct
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Re: [LISTED] Boost Start

Postby Skid » Mon Apr 04, 2016 2:18 pm

That's fair, in the originals the normal boosts still had a short delay before activation but the boost start didn't. There also the fact the format for the starting grid has changed it used to be a V shape, so if you boost started and someone else didn't you wouldn't hit them.
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Re: [LISTED] Boost Start

Postby Chris_CE » Sun Apr 10, 2016 3:31 pm

In Rollcage you got a bit of a boost based on your timing. I do like this idea, but it's not as simple as it sounds, plus could take away from the slight realism or sense of weight we're going for. The Rollcage cars felt kind of like toys, which is one thing we're trying to change in GRIP
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Re: [LISTED] Boost Start

Postby Skid » Sun Apr 10, 2016 3:36 pm

If that's the case you could go for a system closer to real life then, IE if your reeving too high when the lights turn green you'll wheel spin and get a slow start due to low traction. But if you have it just right you'll put the maximum amount of power you can into the wheel while keeping traction and get a better launch.
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Re: [LISTED] Boost Start

Postby Chris_CE » Thu Apr 28, 2016 6:58 pm

Agreed
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Re: [LISTED] Boost Start

Postby ZzozZ » Mon Jun 06, 2016 4:52 pm

Skid wrote:If that's the case you could go for a system closer to real life then, IE if your reeving too high when the lights turn green you'll wheel spin and get a slow start due to low traction. But if you have it just right you'll put the maximum amount of power you can into the wheel while keeping traction and get a better launch.

Like nfs underground Drag racing ?

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Re: [LISTED] Boost Start

Postby Chris_CE » Wed Jun 08, 2016 6:36 pm

I've been told that boost starts are in fact in the game since 1.0.10.1

So give it a shot ;)
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Re: [LISTED] Boost Start

Postby Skid » Thu Jun 09, 2016 2:47 am

He speaks the truth, it's not a massive kick but if you hit your accelerator the second countdown reaches 0 then you do get a burst of initial acceleration.
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