wantfastcars wrote:promotes minmaxing, and either defeats the purpose of having different classes of cars
Queadah wrote: One could actually fuse this idea with a perk system: ...
Queadah wrote:+1 for the idea!
One could actually fuse this idea with a perk system:
- Lore-wise, you're an illegal racer
- By winning you get free shippings from a manufacturer,
like huge crates in your garage, next to your car, as a loyalty reward
- Depending on the manufacturer you made look good on TV, you get parts (new front, rims, skin) only for THAT manufacturer brand
_it could also be re-attributable points, e.g. you want to trade some handling points for more speed,
indeed the manufacturer agrees to please his protégé by adapting their beasts to your style
- Make those upgrades swappable between car types of the same manufacturer and non definitive (so you can toy around depending on races)
- Make it persistant through all other modes, this way:
_people care about the solo campaign as you reward them for it. No career mode, no cookie/skin/whatever.
_you give the player base bragging rights during multiplayer (Look, X or Y has unlocked Z or T, he finished the campaign on MLG mode!)
_upgrade points can be visible in multiplayer via the HUD with a "target lock" blinking effect on players passing you by, very briefly, giving away the stats, like this:
- Here, our Broscar won 3 customizable points with the Terra manufacturer and traded handling and acceleration for a better top speed
- Someone that didn't do solo is not punished, his point distribution/skin/parts are only standard for his car
Cybruiser57Péter wrote:1. Drop the crates idea, it's a risky business. I saw to many games following this road and it's annoying to see your inventory full of crates and, it's more annoying if you need to get a key as well (like TF2, CS:GO, the new Battlefield games). Not to mention if you opened 10 crates and you got nothing but trash (like weapons that know how to count)
Cybruiser57Péter wrote:2. The customizable point for stats are ruining the learning experience for the cars. Think about when you played Rollcage for the first time: you don't know which cars how handles, so you pick a car by look and you "hit the start", after some time you start knowing how the cars handle on maps and different terrains, after a long time you got the knowledge of all the cars and you have a "go to" car for every race.
By adding a change to a car stat (Dreadnought for example), you turn the car into a pile of trash, or OP as HELL car, even after a small change you have to re-learn how the car handles and remember this is: you are not only one who change the car stat, every human has different plan for said car.
Queadah wrote:It's not what I meant. I imagined crates more as a visual clue in short animations inside your garage to introduce your new hood/rims/etc when you first get them, with a large stamp from the manufacturer on it so you cue it to the lore (a manufacturer's reward). You wouldn't be able to keep a crate really.
Things that you unlock out of the blue are devoided of story (who sent it? etc...). TF2 for instance gives me more the impression of the devs granting me something than a reward from an actual ingame accomplishment. I don't want the devs to hand me things, I want to feel GRIP's universe does and there's a difference.
I don't think a TF2 styled inventory would fit GRIP otherwise. Something that toys more with the garage concept would work better imo, like, holographic blueprints for parts for instance (basically, whatever asset only without texture - or a transparent one - and some glow on the edges).car.
Queadah wrote:100% legit, yeah. Wantfascars already convinced me that idea was flawed. Still thinking of something else though.
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