Health regen. - THE solution

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Jetgaze
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Re: Health regen. - THE solution

Postby Jetgaze » Wed Feb 08, 2017 1:32 pm

I like Repair drones idea. So HAWKEN.

And i also think that repairing should not be always possible. For example, tunnel parts of the track and other tight spaces should disable repairing.

Speed limit should be a thing too.

And i would prefer drones to fly in, rather than being deployed by car itself (simple reason = lost parts need to be delivered from somwhere)

If your car gets hit by a Rocket while repairing, your drones are destroyed and go on a cooldown (you cant initiate repairing in that time).

Minigun hits stagger your car and interrupt repair process till stable.

EMI field should decrease repair rate.

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Chris_CE
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Re: Health regen. - THE solution

Postby Chris_CE » Thu Feb 09, 2017 12:30 pm

All cool ideas, just I can't see us implementing this all that soon. Our player base mostly plays without destructible cars and race mode (not arena), so these repair things are catering to a niche audience currently. That could change with multiplayer. We shall see
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FrostyPL
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Re: Health regen. - THE solution

Postby FrostyPL » Thu Feb 09, 2017 4:04 pm

I say bring healing soon, but animation later ;)

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MicrowaveYourHamster
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Re: Health regen. - THE solution

Postby MicrowaveYourHamster » Fri Feb 17, 2017 3:45 am

How about health being regenerated when you damage your opponents? That would make the game even more about being aggressive. And luck-based because you need to grab some offensive power-ups to trigger the repair.

The game is fine without the health regeneration whatsoever, though. You get hurt plenty? You do not get power-ups? Got bad luck? You might not finish the race...

Just, please, do not implement automatic healing when not hurt for some time... let GRIP remain old-school (aka. difficult).

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VooDooQky
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Re: Health regen. - THE solution

Postby VooDooQky » Fri Feb 17, 2017 6:31 am

MicrowaveYourHamster wrote:How about health being regenerated when you damage your opponents? That would make the game even more about being aggressive. And luck-based because you need to grab some offensive power-ups to trigger the repair.

The game is fine without the health regeneration whatsoever, though. You get hurt plenty? You do not get power-ups? Got bad luck? You might not finish the race...

Just, please, do not implement automatic healing when not hurt for some time... let GRIP remain old-school (aka. difficult).


Actually this might be a good idea. Kinda like vampiric :)

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Chris_CE
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Re: Health regen. - THE solution

Postby Chris_CE » Sun Feb 26, 2017 12:01 pm

Yeah interesting idea there (Vampiric). Would just need some HUD support to let players know what's going on
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StickyBassline
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Re: Health regen. - THE solution

Postby StickyBassline » Sun Feb 26, 2017 3:19 pm

Wow nice edit Queadah :D
You're just a voice pal.

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Queadah
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Re: Health regen. - THE solution

Postby Queadah » Sun Feb 26, 2017 3:39 pm

Thx buddy

playabot
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Re: Health regen. - THE solution

Postby playabot » Wed Aug 16, 2017 1:29 am

Would anyone be open to the idea of a health pickup orb being added to elimination mode? ...too simple? possibly, but...

Blue orbs, unlike green would appear on track few and far between and often in an out-of-the-way or hard to reach location. The risk reward dynamic would be that the player needs to slow down or move away from the ideal racing line to collect it. Normally the driver eying this item would be the leader of the race (the guy who just got struck by two leader missiles and is contemplating dropping out of the lead in a hope of survival) and not necessarily mid pack racers or stragglers.

So one orb per track – racer who is near death can hang on but needs to attempt something either challenging or risky to stay in the fray i.e. tack the hard shortcut on industrial, slow to a crawl on skytrack at a platform drop off…


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