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GRIP Video Game Forum • A perk system for GRIP
Page 1 of 2

A perk system for GRIP

Posted: Mon Jul 04, 2016 7:18 pm
by potterman28wxcv

Re: A perk system for GRIP

Posted: Mon Jul 04, 2016 8:02 pm
by TheOnLY
If you are talking about perks that i can choose additionally to my car then:

I never liked perks in games i am pretty sure i wouldn't like them in grip either.

If you talk about each car having a unique feature:

I wouldn't mind if well balanced

Re: A perk system for GRIP

Posted: Tue Jul 05, 2016 3:59 am
by Queadah

Re: A perk system for GRIP

Posted: Tue Jul 05, 2016 5:50 am
by Sigrid
If i remember well, the developpers want to add car customization but it should only allow us to modify the look of our cars, because they don't want us to use some piece only because it is the most efficient, when we would prefer the looks of another one.
I can only approve, and don't think it should be otherwise.

Then maybe there could be some kind of points to distribute between different classes (like acceleration, top speed, brake efficiency... i don't know), but in my opinion this is absolutely not necessary. I'd rather have more different car classes than that, eventhough three car classes are enough if you ask me. I'm really more interested in visual customization. :mrgreen:

Re: A perk system for GRIP

Posted: Tue Jul 05, 2016 7:03 am
by potterman28wxcv

Re: A perk system for GRIP

Posted: Wed Jul 06, 2016 3:37 am
by yellowquiet
I like this idea.
Blur (another car combat game) had a similar system where you could pick three perks that made certain power ups better. Such as an extra shot for bolts, ramming ability for shields. To keep this from having any superior metas, it should follow a similar path. Like the raptor firing faster or longer, faster scorpion movement speeds or a bigger radius. Pretty much what potty said at the end of the first post.

Re: A perk system for GRIP

Posted: Wed Jul 06, 2016 5:06 am
by Sigrid

Re: A perk system for GRIP

Posted: Wed Jul 06, 2016 6:21 am
by potterman28wxcv

Re: A perk system for GRIP

Posted: Wed Jul 06, 2016 11:58 am
by wantfastcars
I'm gonna disagree. 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. Sure there's RNG with the weapons already, but we know how they're going to interact with your car and what they're going to do, and everything after that is the player knowing the track and knowing their car - and that's what racing games are about.

In short, racing games - and GRIP - should behave in consistent manners (apart from RNG of getting hit by weapons and stuff), and changing it so that all weapons don't behave the same in all circumstances removes a lot of that consistency.

Re: A perk system for GRIP

Posted: Wed Jul 06, 2016 1:21 pm
by Queadah
Legit concerns. I'd say we watch what happens with pickup stacking first (the combining of 2 similar weapons "in-race") and see where we go from there; if an extra layer of complexity is desirable.

(I'd still be for a light touch of RPG-aspect to GRIP in the future).

Re: A perk system for GRIP

Posted: Sat Jul 09, 2016 2:40 am
by Django
A "Perk" System would be great if it would be a modul or upgrade system. (Its a car game after all.)

- Should be only for singleplayer or everyone can give the same money or points into upgrades of his car before the race.

- Stacking (3 times ! :)) should have a higher priority

- perfect would be to have only visual and "performance" upgrades. The performance upgrades should be visual too but dont have too.

- Visual only and other upgrades should use different point system. So you dont loose the money for your better missile with better bumper stickers.

- Performance upgrades could benefit from having downsides too. So better weapons or better shild but you get heavyer in return an loose top speed or sth. Better traction but more effected by EMP. Yada Yada

So the upgrade system could also give the AI players more personality.

Re: A perk system for GRIP

Posted: Sat Aug 06, 2016 12:57 pm
by Broscar
Firebugs was a mess because they created a ridiculous and needlessly convoluted powerup system.
I agree with wantfastcars as well.

Could it be fun if executed well? Hell yeah.
But let's face it; getting something like this right is damn near impossible.

Re: A perk system for GRIP

Posted: Sat Aug 06, 2016 11:34 pm
by yellowquiet
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.

Re: A perk system for GRIP

Posted: Fri Aug 12, 2016 12:16 pm
by potterman28wxcv

Re: A perk system for GRIP

Posted: Fri Aug 12, 2016 12:45 pm
by Ryu Makkuro
Well, there's a quick solution to this. You know the thing that most racing games have that shows you which player is on which position, while RC and GRIP have that weird... thing that indicates as much as it doesn't?

Now imagine that you could have icons next to the names of those people that would represent the perks installed. So you're coming up on someone and you wonder what he can do to you, you see the icons on the race leaderboard and you know what's what. Those icons can also be implemented in more detail in the pre-race screen, so instead of the loading screen we can simply see what each opponent has equipped.

In case the screen clutter becomes an issue, the icons can "rotate" with the name. By that I mean the name can be seen for 2-3s and then it shows the perk icons for 2-3s for example.
If we could customise the UI a lot in this regard, then it would be even better, so those with 21:9 aspect ratio monitors or 3-monitor setups could keep names and icons on at the same time since the screen clutter won't be an issue for them, while those with the good ol' 16:9 could opt for different options (no names at all for example).

Re: A perk system for GRIP

Posted: Tue Aug 16, 2016 11:55 am
by Chris_CE
Potty, once there's been a bit more discussion in here can you sum up with notes so I can easily see everyone's suggestions/thoughts?

Maybe next month, when we'd be thinking about something like this

Re: A perk system for GRIP

Posted: Tue Aug 16, 2016 4:38 pm
by potterman28wxcv

Re: A perk system for GRIP

Posted: Wed Aug 31, 2016 5:06 am
by Diapolo10

Re: A perk system for GRIP

Posted: Wed Aug 31, 2016 9:38 am
by wantfastcars
I see what you're saying and I get why you're saying it, but GRIP already has issues with runaway victories. Rewarding the victor of a given race with a better car at the beginning of the next race only makes that issue more apparent. Win a race > get an acceleration perk > whip out in front right at the start > never get caught. It's an interesting idea, but I think it would only exacerbate the (currently existing, at least) balance issues.

Re: A perk system for GRIP

Posted: Wed Aug 31, 2016 10:45 am
by potterman28wxcv