wantfastcars wrote:In racing games, especially combat racing games a la Rollcage or WipEout, it's really important to be able to recognize the properties of another racer or weapon at a moment's notice. Adding in unknowns like "Will this missile slightly destabilize me or throw me 600 feet in the air?" or "Is that car tuned for speed or handling?" will only encourage extremely defensive playing (or min-maxing a certain powerup into absurdity) and add a layer of uncertainty that, in my opinion, shouldn't be present in racing games.
You have a very valid point here. It's true that a great part of combat racing is in trying to predict what the opponent can do to stop you.
If there is some uncertainty like you pointed out, you can be surprised and it can ruin your race, cancelling all prediction attempts..
Or you would have to be informed of everyone's perks but then it would be a mess, since in a race you're not likely to remember "oh hey it's that guy who got the super scorpion !"
yellowquiet wrote:The more I think about it and the more I look at other examples, getting a perk system perfect is nearly impossible. A idea that I felt was kinda wasted in stage 2 is certain cars having certain weapons. Maybe instead of a perk system there could be weapon slots. Like we have our standard missile, boost, machine gun,etc for all cars but then we have certain weapons that have to be manually equipped. Like perhaps potentially more powerful weapons such as a rail gun or the EMP and such. Sure it might still be hard to make sure there isn't a single meta of weapons to equip but it would probably be hella easier than getting an entire perk system balanced.
Broscar wrote:Firebugs was a mess because they created a ridiculous and needlessly convoluted powerup system.
What you described yellowquiet is exactly Firebugs system. Out of all the pick-ups (that are a copy-paste from Rollcage Stage 2, literally), 5 of them are car-specific.
Ice Sheet is specific to the purple car (unupgraded ice sheet - yes, the purple car is useless in that regard), Driller is specific to the red car, then there isone with the teleporter, one with the leader missile, and i think the fifth one has the machine gun.
In the end, I was only using the Driller car because it was the most versatile power-up..
In such a system, you will always have the "strongest pick-up of the moment", and it's very hard to balance that effectively.