KazzyMac wrote:I'd like to go one further.
I'm all for visual damage as in dents and bits falling off (maybe) but perhaps the cars should over time 'repair' themselves using their ridiculous futuristic indestructible technology? (as in, over a period of maybe ... 10-15 seconds? The dents and stuff slowly get fixed and the car becomes good as new again).
I agree that the cars shouldn't be affected performance-wise. I would, however, fully go for some sort of permanent visual-damage system (bits coming off and staying off) but as an option, maybe. It's apparent that some people are against the cars taking more than temporary damage (which I respect obviously) but ... yeah. xP
Stroke of genius right there. Reminds me of this one movie I watched a while back involving aliens. The UFOs were made out of some material with a 'programmed shape'. If the material got dented, the material 'remembered' what shape it was in before the dent and tried its best to reform into this shape, with an incredibly high success rate.
Yavin wrote:I've seen the idea of self-repair with drones. What if in a distant futures, cars had something like "disposable armor panels" that could be dumped and replaced by drones (or something else) while racing ?
Oh my god, You just made me imagine "calling" drones into the area of the track, dropping magnetic panels in one of 3 locations, when you drive through them they get into the cars magnetic field and zap into the body, acting like new armor panels
That too would be amazing
I agree with those who say the vehicles are supposed to be 'indestructible supersonic beasts'; that's kind of the point of the RC series.
While I'm here though I'd like to support all forms of damage depending on mode and perhaps user preference. The Combat modes would definitely get a bit more interesting if the cars blew up after hitting zero. This could give wake to an Elimination mode; last guy alive wins. Throw in this 'regen' idea and you can still have the classic Combat modes where whoever doles out the most damage wins, but it might encourage sandbagging in some situations... but depending on the mode, and maybe definable in multiplayer races, regen could easily be disabled on an event-by-event basis. Races would definitely be good with cosmetic damage, maybe flecks of metal or paint coming off, but like someone said before, nothing serious during races, unless the User decided to allow it. Perhaps the faster the vehicle was travelling the better the regen? Maybe the material needs to absorb something from the air to make the repairs. More airflow, more of this material absorbed at once, quicker repairs. Might I recommend Carbon for the 'repair' material, and make the material itself be based on Carbon Nano Tubes, Bucky Paper, Graphene, something like that?
One last thing I'll mention though is an interesting and rather odd mechanic in a PS2 game known as "Destruction Derby: Arenas". In that game there was an interesting 'sector based damage system'. The front center of your car gets enough damage, the car blows up. The whole car sustains damage above a threshold, boom. If a corner of the car sustained enough damage, the corresponding wheel fell off and stayed off unless you found a repair pickup. If two wheels fell off, the car instantly exploded since you can't drive the car with two wheels, IN MOST CASES. If wheels from OPPOSING CORNERS of the car remained on, say front left and rear right, you could actually continue like that until you found a repair pickup. Sure it was awkward trying to keep balanced, but I guess air got under the cars and kinda helped those corners 'float' or something.
Apologies for the novel; damage systems have always been something I've wanted to suggest for games like Grip, and I've seen MANY damage systems throughout my years as a racing game fanatic.
This game being set in the future where planet racing in machines weighing perhaps ten [metric?] tons at over [500 MPH/800 KPH] gives rise to so many possibilities, it becomes rather insane very quickly. Just be glad I didn't type more.