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A different take on the leader missile. - GRIP Video Game Forum

A different take on the leader missile.

From turbos to missiles, discuss Grip's pick-ups here
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Sonlirain
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A different take on the leader missile.

Postby Sonlirain » Fri May 06, 2016 6:01 pm

Now some people dislike the assassin because it punishes people who managed to get in front of the pack and there aren't many ways you can stop it other than maybe having a shield ready for the often inevitable slam into their exhaust.

Now here's the thing.
There are games that did the "blue shell" better...
Sonic and All-Stars racing Transformed had an item that had a similar purpose (attacking the race leaders) but unlike blue shells from mario kart or Rollcage leader missiles it was avoidable with some foresight and skill.
Instead of directly slamming into the leader the weapon spawned a bunch of obstacles for the first 3 players that can be either avoided or destroyed with other powerups.

In GRIP that weapon could take the form of a... missile. A MIRV to be more exact.
But instead of smashing into the leader it would overtake him (the missile would be killable with normal homing missiles at this point) and explode maybe 100 meters in front of the lead car (preferably following the shortest route the leader would normally take) peppering the track with miniature mines the leading 3 or 4 players have to avoid.

Now note that the mines are not supposed to act like quakers and driving through the field would be more like getting repeatedly hit by machine guns than a set of fully sized quakers to make it manageable if hard when there is no way around the field. (and not an instant death if played with destructible cars)

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Re: A different take on the leader missile.

Postby potterman28wxcv » Sun May 08, 2016 6:17 pm

I like this idea. As a Rollcage fan, I guess I would miss the "hey f*cker i'm just gonna blow your nose right in front of you" "lol nope, got a driller", but as a Grip fan, I think it would be a nice alternate mechanism.

The problem is : how do you make these mines spawned exactly ? In SART, since all the tracks are kind-of flat and not really narrow, you have all the space you need to pop up some mines and give room to manoeuver them. In Grip, if you're hit in a tunnel, you will have a higher mine density which will give you a certain disadvantage.

It also means the effectiveness of this missile would highly depend on the track you're on. (but the same problem applies to mines actually..)

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Re: A different take on the leader missile.

Postby Sonlirain » Sun May 08, 2016 8:00 pm

True.
But how about if the mines become more like caltrops and use a impact rather than proximity fuses meaning that the car would literally have to drive over them with a tire for them to go off causing the car to shake and lose grip and maybe even flip if hit when cornering (not that a flip is particularly dangerous in GRIP.).

Also i don't know if it's possible but maybe the minefield could be programmed to having a certain density while retaining the same preset number of mines? (meaning a minefield inside a bottleneck would be longer but consistent and avoidable rather than a literal wall of mines.

Also alternatively the leader missile could just fly in front of the lead player and drop a preset number of mines/bombs on his way similar to the police helicopter in need for speed hot pursuit 2.
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Re: A different take on the leader missile.

Postby Mik1 » Mon May 09, 2016 5:42 am

To me it sounds like it could affect drivers behind 1st place and not just him, id rather have an item dedicated on slowing down the 1st place alone since once you get away from the rest of the racers youre relatively safe.

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Re: A different take on the leader missile.

Postby Skid » Mon May 09, 2016 2:59 pm

Just a point of fact, the leader missile in both 1 and 2 was easily avoidable by a well timed swerve as, in both cases, the missile aims for the face not the back. Shooting it out the sky was also an easy way to get rid of it. The problem with having the same system in this game is the change of handling model and speed, I just don't think it'll be possible to swerve hard enough unless it comes at your face from further back and doesn't track once it's turned to face you. That said swerving in any form is going to be hard with the current handing model.
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Re: A different take on the leader missile.

Postby yellowquiet » Wed May 11, 2016 2:40 pm

In a different forum, I suggested the idea of having a weapon of sorts that give a chance to shoot down the leader missile as an alternate method of dealing with them.
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Re: A different take on the leader missile.

Postby Chris_CE » Fri May 13, 2016 10:14 am

once the assassin is programmed to fly past the player and turn around, you'll be able to destroy it with at least one weapon type
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Re: A different take on the leader missile.

Postby WROB3L » Fri May 13, 2016 10:50 am

It could also drop granades instead of mines, they would be smaller, so it would be easier to dodge them. Or they could be really bouncy.


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Re: A different take on the leader missile.

Postby Broscar » Sat May 21, 2016 11:34 am

Imagine the leader missile flying past you and after a certain distance it explodes and scatters slightly weaker sticky mines in close to a perfect radius on one axis; this would even better fit the tight tunnels of GRIP as compared to the existing design of the missile. This also synergizes well with the raptor, as it already has a mine-destroying capability, thus giving players at least two additional method to combat the leader missile (dodging or shooting the mines). This would allow the handing out of more leader missiles, thus giving more chances for others to catch up to the leader without giving the leader the feeling that he/she is powerless against the leader missile spam.

It's visually dramatic and honestly it enhances gameplay a much greater deal as compared to the 'copypasted from Rollcage' leader missile we currently have.

+1000. Great idea, Sonlirain.

PS: Mine density isn't an issue. Just raycast in a few directions and use the hit distance to modify the amount of mines to be spawned. You can even use that to prevent mines from launching upwards on open sections of track.






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Re: A different take on the leader missile.

Postby potterman28wxcv » Sat May 21, 2016 7:48 pm


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

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Re: A different take on the leader missile.

Postby Queadah » Sat May 21, 2016 8:53 pm

I must say this idea is engaging !
+1 why not, for GRIP to develop its own identity :)

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Re: A different take on the leader missile.

Postby Chris_CE » Sun May 29, 2016 1:14 pm

Hmm, still not sold on this. Don't really want to ditch the big bad leader missile nostalgia for a mine laying one. Maybe if you pick up 2 assassins they could stack and create this new one?
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Re: A different take on the leader missile.

Postby Ryu Makkuro » Mon Jun 20, 2016 6:03 pm

How about making two different anti-leader "projectiles". The good ol' leader missile and then another, but more of a... reverse.

By that I mean a missile or something (maybe a ball that literally rolls backwards) that would take those mines but fly backwards instead of forwards. And when the distance to the leader would be close enough it would start dropping those mines.

This allows for some extra play on the ups. As in you could still enhance assassin in a more "old school" way through stacking it and then you have this one. Assassin could be dealt with the Scorpion while this one with the machine gun.

I'm all for GRIP developing its own identity, but this is the one place where the "spiritual successor" should be kept as intact as possible. Without the good ol' Assassin it just won't have that... feel. Hard to put into words.

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Re: A different take on the leader missile.

Postby Queadah » Tue Jul 12, 2016 6:57 pm


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Re: A different take on the leader missile.

Postby Chris_CE » Wed Jul 13, 2016 10:23 am

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