I feel that limiting the poll to 2 choices per users is a bad decision. I know your intention is to make a concise list of priorities, but I can guarantee that everyone has more than 2 options to tick.Yay, text! Chris is gonna hate me :'p
The missiles requiring deployment time is a relic of Rollcage. Does it work in GRIP though?
I believe it doesn't and it would benefit the game if the deployment time was significantly shortened, or if missiles were shot straight out the front so that they don't hit overhangs as much anymore.
With the current track design it's already a recurring occurrence that players have to hold a missile for up to 10 seconds despite having an opponent right in front of them. This will only get worse with crazier track designs.
Regarding the current implementation of the EMP, I'll just loosely quote what I dumped on a Skype chat:
Broscar: The problem with EMP is that it's not as (visually) appealing as timewarp.
Broscar: Got hit by a missile? Here's a fancy explosion and the prospect of having to recover quickly to regain your position (challenging the player).
Broscar: Got hit by a timewarp? Enjoy the slow-ass destruction and cars magically standing near still in mid-air.
Broscar: Got hit by an EMP? Your car slows down to a crawl for 8 seconds. Had the misfortune of someone sending a missile after your ass just before the EMP activated? glhf shield deactivated and you just have to helplessly sit there, waiting until it finally hits you.
OnLY: the current EMP just adds so much downtime to the game where barely anything happens
It takes control away from the player. It's not visually interesting. It doesn't do anything exciting; it just slows you down for a long ass time. It's unavoidable.
This hacked-together version to substitute as some sort of ugly catchup implementation is trash and needs to be redesigned.
The cars are slow to accelerate. This helps keeps them in check and prevents the 'infinite tumbling' problem many inexperienced players encountered in Rollcage, as well as adding to the perceived weight of the vehicles, but it also has a very drastic impact on game balance and perceived game speed.
Missiles and bad landings punish the player significantly more at this stage, further exaggerating the spread racers issue. If it takes too long to actively participate in a race again after such an event, then the game is boring/frustrating and discourages the combat part of futuristic combat racing.
It doesn't have to match Rollcage's ridiculous(ly glorious) neo-mode, but I do feel that this relatively slow acceleration harms the game.
This downforce on barriers problem mentioned in the polls is a two-part problem. This is probably result of my earlier complaint.
The barriers are completely vertical, making it difficult to return your car to a horizontal position when you stick to 'em in a bad turn.
I feel that blaming this on downforce does injustice to the problem and the impact it has on the game. The barriers line the outside curve of a corner, thus centrifugal force will always force the car onto them. If you try to mitigate that with code by bouncing cars off of the barriers, it could put the player in an even worse position to recover from. I also feel that it doesn't benefit a game centered around the mechanic of driving on walls.
Having the barriers curve at the bottom, thus allowing players to recover to a horizontal plane by themselves, is a solid mechanic often used in the track design of Rollcage. You could also place the barriers diagonally, though the current driving physics dislike that.
Alternatively, this might be a completely moot point once the cars behave better/braking is made stronger/the turn radius of cars is decreased or if a bouncing off implementation actually works out.
As of right, this is one issue that can be put low on the list of priorities, but it's one that has to be addressed sometime in the future. Either way, it's something to keep in mind with the design of future tracks; the barriers in their current implementation are not an adequate solution for tight corners following high speed sections.
The fade-out time after using a pickup can be shortened a bit. It shouldn't be instant, but this dreadfully slow fade-out doesn't fit in a fast racer. Every little bit for perceived speed helps.