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The Quaker - GRIP Video Game Forum

The Quaker

From turbos to missiles, discuss Grip's pick-ups here
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Yrch
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The Quaker

Postby Yrch » Sun Oct 18, 2015 3:49 pm

Okay this one can be interesting as it is a more defensive weapon and good placing can really ruin someones day :>

The main question im asking myself is, should the Quaker be active the moment you place it or should it have a certain activation time after it's placed.

- The "instant" version would make it very scary for someone behind you and makes tailing someone very risky wich is a fun psycholocial way of play.
- The timed version would allow racing closer together and give tailing players a small timewindow to avoid getting hit by it.

another interesting thing is how the Quaker should work with other weapons.
Do explosions trigger it (chainreaction), can it be destroyed by Pulse Push, Stingers or even manually targeted by Scorps?

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Re: The Quaker

Postby Chris_CE » Thu Oct 22, 2015 10:14 pm

Unless there are mines going right across the track, I doubt people will need to target a mine specifically with their missile. I could see the Raptor (actual name for the machine gun) being of use for that though. Similar to shooting trip mines in halflife or other games.

As for the timer, I quite like the idea of being able to drop a mine and it hit a racer pretty close behind you. Maybe a small timer could be on it, but nothing more, I'd say.
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Re: The Quaker

Postby Broscar » Fri Oct 23, 2015 6:03 pm

I like Chris' idea regarding the targeting and Raptor's role in the destruction of mines :)

I could see it work as a traditional mine (lies there for like 20 seconds, activates when an opponent hits it or after the timer has run out) or as Yrch described. I guess it'll mostly come down to game balancing once development of the game has progressed a bit?






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Chris_CE
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Re: The Quaker

Postby Chris_CE » Sun Nov 01, 2015 11:04 am

Yeah need to see how much the timer affects gameplay. If it being immediately active seems unbalanced, we can throw a short timer on it.
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StickyBassline
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Re: The Quaker

Postby StickyBassline » Sun Nov 01, 2015 12:21 pm

You're just a voice pal.

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Re: The Quaker

Postby yellowquiet » Mon Nov 02, 2015 10:24 am

I didn't even know what was in the splatter pack before I bought it.

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Re: The Quaker

Postby Chris_CE » Fri Nov 06, 2015 12:30 pm

Yeah maybe only past 600kmph you're able to speed past a mine without getting hit. Interesting idea
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Re: The Quaker

Postby Tiakh » Fri Nov 06, 2015 5:34 pm


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Re: The Quaker

Postby Broscar » Mon Nov 09, 2015 1:30 pm

+1 StickyBassline
Really nice idea to expand on the risk/reward gameplay.
Take the chance and get more out of your boost, at the risk of messing it up big time.






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Re: The Quaker

Postby StickyBassline » Tue Nov 10, 2015 11:24 am

Exactly :D
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Re: The Quaker

Postby zeracoa » Mon Nov 16, 2015 6:11 am

I m thinking mines like in speedrunners they just slow you down if the blast is in front of you or give you speed if it's behind you. But you have to activate the mine for it to explode.

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Re: The Quaker

Postby Chris_CE » Mon Nov 16, 2015 1:10 pm

GRIP's pacing is a bit fast for players having to activate mines. Triggered is probably best

Will come down to testing, whether mines could be used as a speed boost. A fun idea though
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Re: The Quaker

Postby agcue » Tue Feb 21, 2017 6:30 am


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Re: The Quaker

Postby Queadah » Tue Feb 21, 2017 1:50 pm

If this goes to testing, I suggest double tapping (second tap when the item hasn't fully faded from the inventory)


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