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Car speed, tires and classes - Page 2 - GRIP Video Game Forum

Car speed, tires and classes

Talk about Grip's metal beasts
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Re: Car speed, tires and classes

Postby Chris_CE » Sat Jul 18, 2015 2:42 pm

Can you guys do me a favour and sum up the points you've all made in this thread?
That way I can easily see what you've discussed

I just don't have the time to read through all of this :/
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Re: Car speed, tires and classes

Postby 0Blueaura » Sat Jul 18, 2015 3:10 pm

People prefer Car balance over non-cosmetic upgrades such as boost to engine etc.
People prefer Less cars over unbalanced tons of them
People prefer track editor rather than trying to implement a tiered car system. (track buildier based on ue4, kind a simplifed version of it)
People prefer Speed class (A,B,C,D,E classes, 5 +/- types of car companies) over Tier system.

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Re: Car speed, tires and classes

Postby Tazeram » Sat Jul 18, 2015 3:49 pm

It's predominantly a debate about the vehicle stat system. (Again :lol:)

On one side, some are enthusiastic about gradually unlocking cars which increase in ability, like in Rollcage Stage 2, and thus belong to different tiers, and also have non-cosmetic upgrades to improve abilities, with the argument that it will give an interesting dynamic to the game and facilitate progress through the game.

On the other side, some would prefer the car selection to be closer to Rollcage 1, where all vehicles have fixed stats and roughly equal out in overall ability, just specialised in different ways (e.g Some with higher speed, but lower grip and vise versa), with the argument that it is simpler and we won't run into unfair car selection in online races this way and so all cars end up being useful, as nobody would want the starter cars if they are inferior to race with online / competitively.

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Re: Car speed, tires and classes

Postby KazzyMac » Sat Jul 18, 2015 4:55 pm



Look at the road-holding on these babies. Clarkson would cream himself. :ugeek:

Broscar, your car skin is called Tropical. ; )

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Re: Car speed, tires and classes

Postby RollingGuyMaster » Sat Jul 18, 2015 11:27 pm

Quick question... how are speed classes diferent from tiers?
like.... Type A car thats +5 sounds like a "speedster" Thats at tier 5...

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Re: Car speed, tires and classes

Postby potterman28wxcv » Sun Jul 19, 2015 6:49 am


Check out the for the Rollcage Neo-mode Tournament 2017, starting 15th April !

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Re: Car speed, tires and classes

Postby RollingGuyMaster » Sun Jul 19, 2015 4:52 pm

Oh okay... I don't agree with this tier system then. Because the speed classes sounds alot like what was presented in the other thread. Thanks for clearing up the confusion!

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Re: Car speed, tires and classes

Postby yellowquiet » Wed Jul 22, 2015 12:55 pm

I say no tiers but speed classes and upgrades that help a little but can't change the entire car itself. Otherwise there would be giant balancing issues and I would like to see this game come out sometime this decade. Or maybe have good upgrades but restrict certain upgrades from certain cars to prevent them from becoming totally OP.
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Re: Car speed, tires and classes

Postby Chris_CE » Sun Jul 26, 2015 6:50 pm

Everything depends on balance of course.

This is how I see it (I think I posted this somewhere else but I don't have time to find it):

There are 4 classes of cars - Speedster, Racer, Banger and Tank (names not final)
Speedster has fastest acceleration, slowest top speed and is easiest to knock around. Tank is the exact opposite, and larger.

I don't really like saying there are specific upgrade "tiers", but there should be a system for upgrades like: 4 types (accel, top speed, handling, weight)
Changing these things won't necessarily make your car at a different level, it'll just be different. Depends on your play style, whether you feel it's better or not.
Or we could go with the tier system where cars essentially level up (faster, harder to knock around), and then when you race, you race against cars that are all your level. Career mode would no doubt work best like that

Lastly, this game is SO early in development that things can change, so don't think any features are set in stone. There is a design doc and we have a distinct plan and scope, but things can always change.
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Re: Car speed, tires and classes

Postby Tazeram » Tue Jul 28, 2015 5:59 am

Yeah, i like the first idea of "Tiers" (not really the right word, it should be called "Classes") being based around a group of vehicles with similar stats, where they have certain advantages and disadvantages, but all vehicle 'Classes' should be balance out. (I.E Tank being higher in strength, lower in speed, and Speedster the opposite).

The second idea you proposed, with a level up system, would more accurately be described as "Tiers", like in Rollcage Stage 2, as it describes groups of cars which are better than other groups of cars, and that is something me personally and some others dislike about the Rollcage Stage 2 game. I would much prefer just "Classes" in Grip, personally.

If by Upgrades, it causes for example, the cars strength stat to increase, but it simultaneously knocks off a Speed point, i can understand the system, but if we had enough Vehicles per "Class", it would make it kinda unnecessary, as there would be, for example, a "Tank" car whose stats would be ideal to what the person wanted anyways.
Last edited by Tazeram on Tue Jul 28, 2015 5:14 pm, edited 1 time in total.

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Re: Car speed, tires and classes

Postby landvaarder » Tue Jul 28, 2015 10:04 am

Maybe a chassis would determine the class (speedster, racer, banger and tank) and you can add upgrades (or parts) to it to tweak the stats a bit
This way a tank could never feel like a racer, because of the weight and lower turning ability, and you could have some presets (pre-made cars by companies)
:ugeek:

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Re: Car speed, tires and classes

Postby Yrch » Thu Aug 06, 2015 9:11 am

i really like the idea of different classes but thing is, when you add classes you also have to fill them with vehicles wich could end up in a huge amount of vehciles were only a handfull will be usefull at the end.

i prefer the idea if having few vehciles (like 8 or so) but each one of em having a specific characteristic behavior or "quirk".
best example would be Wipeout HD were vehicles with similar stats behave totaly different in terms of breaking and cornering.

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Re: Car speed, tires and classes

Postby Tazeram » Thu Aug 06, 2015 2:56 pm


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Re: Car speed, tires and classes

Postby 0Blueaura » Thu Aug 06, 2015 4:10 pm

at least give us changeable bodies of cars so it wont be boring after a while with just 8 cars and nothing else.
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Re: Car speed, tires and classes

Postby Stage III » Thu Aug 06, 2015 11:11 pm

I say 6 cars (8 if balance no issue) and 2 vehicle classes (Beginner and Expert).

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Re: Car speed, tires and classes

Postby KazzyMac » Fri Aug 07, 2015 4:51 am



Look at the road-holding on these babies. Clarkson would cream himself. :ugeek:

Broscar, your car skin is called Tropical. ; )

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Re: Car speed, tires and classes

Postby 0Blueaura » Fri Aug 07, 2015 6:39 am

You know I actually prefer the last car before unlocking "wolf" in RC2, rather then wolf and genesis, those 3 cars have very close stats to each other, yet that "before wolf" car (cant remember the name) was better for me, since it had lower strength (which means lighter body), and could be driven better then the other ones. (like if i was driving F1, in my opinion)
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Re: Car speed, tires and classes

Postby Moo » Fri Aug 07, 2015 9:43 am

sus

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Re: Car speed, tires and classes

Postby 0Blueaura » Fri Aug 07, 2015 10:02 am

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Re: Car speed, tires and classes

Postby Tazeram » Fri Aug 07, 2015 4:58 pm

Last edited by Tazeram on Fri Aug 07, 2015 5:15 pm, edited 15 times in total.


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