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Some weapons, especially mines are boring - Page 2 - GRIP Video Game Forum

Some weapons, especially mines are boring

From turbos to missiles, discuss Grip's pick-ups here
TheOnLY
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Re: Some weapons, especially mines are boring

Postby TheOnLY » Thu Mar 16, 2017 7:55 pm


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Re: Some weapons, especially mines are boring

Postby Mobiusman1 » Thu Mar 16, 2017 9:30 pm

How about a timed-stickybomb/missile? Hear me out first;

Have this bomb/missile target an opponent and hit them, but not explode. Instead, have it stay on them and after maybe 5 seconds or so the explosion goes off. But to add a more interesting dynamic, have the bomb be tradeable.

Let's say you've been hit with this sticky bomb but you have a racer in front of you. The count-down starts and you have less than five seconds before you're blown to Kingdom come. If you're fast enough to catch the guy in front of you, you can bump/ass-ram/slam into him and the bomb gets traded to him. Let there be a 1 second non-tradeable time frame before it can be placed back to you, but still have a small window of opportunity for the opponent to give it back to you. Once the bomb goes off, have it only affect the victim unfortunate enough to endure the final moments of the count-down.

This can be high risk version of tag or hot-potato while the race is going on. I've noticed that slamming into the other racers doesn't really do too much for racing dynamics, so this can add a more aggressive playstyle to the game. We're already trying to mess each other up with all the power-ups we get during a race, so adding something like this can really stir things up!

---I realize all the balancing issues can be troublesome the more items you put into the game, but this is just something i kind made up on the fly. Feel free to take parts of my idea, the whole idea, or only one aspect of my idea as you please! :D

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Re: Some weapons, especially mines are boring

Postby WROB3L » Fri Mar 17, 2017 8:42 am

Emmm mines countering missiles... nah don't like that idea. Remember that explosions also have a shockwave. So it might f*ck you up more than help. I would say, Let's have the driller for assassin. Keep it oldschool coz that worked.

Edit. Nevermind that would actually be a good idea xD
Last edited by WROB3L on Fri Mar 17, 2017 12:10 pm, edited 3 times in total.


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Re: Some weapons, especially mines are boring

Postby Ryu Makkuro » Fri Mar 17, 2017 9:02 am

I like the idea of missiles being a counter for the Assassin and other missiles, especially when you can shoot them backwards. That said though, I still want the Assassin to overtake the car before hitting.

In general shooting pickups backwards should be a thing, not just missiles. This was a feature of Rollcage Stage 2 and I loved it. Given the hectic speed of the game (when played on Wild at least) looking backwards to shoot a missile ain't the easiest thing, since the lock-on isn't instant. You really have to pick your moment to do it. Also the look backwards action can be tied to shooting backwards, that would give it some "risk vs reward" nature as well.

Mines being anti-missiles when timed properly... sounds cool, although maybe a bit too OP tbh. I think it would be best to wait for other pickups to be implemented before this would be implemented, because with current mine spam the issue of 1st running away would be only exacerbated when no amount of Assassin spam would ever help chasing the leader. So in this situation I'm mainly with Wrobel here, let the Driller do its work as the super versatile pickup that requires skill to be used efficiently.

Mines are mines. They are always boring to use in every single game ever made. Both Rollcage games didn't had mines and I never felt like missing something tbh. I do miss the teleport though... ;(

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Re: Some weapons, especially mines are boring

Postby Queadah » Fri Mar 17, 2017 9:53 am


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Re: Some weapons, especially mines are boring

Postby Tathendal » Fri Mar 17, 2017 11:11 am


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Re: Some weapons, especially mines are boring

Postby Evans_AmethysT » Thu Apr 06, 2017 2:20 pm

I think, we must have anti-emi power-up and how about taser? Yes, have EMI power-up, but it's for all enemies, except you. But taser would work only for in front enemy and slows down his car for 3 secs. And how about upgrade weapons? Like for miniguns more bullets, or for shield more capacity?

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Re: Some weapons, especially mines are boring

Postby Tathendal » Fri Apr 07, 2017 2:59 pm


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Re: Some weapons, especially mines are boring

Postby Queadah » Thu Apr 27, 2017 5:35 pm


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Re: Some weapons, especially mines are boring

Postby Splotchie » Sat Apr 29, 2017 7:21 pm

If there's going to be a limit on mines placed it would make sense to have a button (well, a combo probably) to discard a powerup you don't want and thus free up that slot for a new one. Otherwise your inventory could end up flooded with stuff you can't get rid of, and not using powerups at all is even more boring than having boring powerups. :)
And it should give you a more obvious notification when one of your mines is destroyed than the list of everybody's hits on the bottom of the screen which is easy to miss when you're watching the track. Maybe some kinda sound cue.
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Re: Some weapons, especially mines are boring

Postby Queadah » Mon May 22, 2017 6:32 am


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Re: Some weapons, especially mines are boring

Postby Tathendal » Mon May 22, 2017 11:21 am


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Re: Some weapons, especially mines are boring

Postby Chris_CE » Mon May 22, 2017 5:03 pm

Yeah, targeting Assassins with Scorpions is already the plan if backwards firing makes it in the game
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Re: Some weapons, especially mines are boring

Postby Queadah » Tue May 23, 2017 10:13 am

I'll go to church and burn a candle in hope...

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Re: Some weapons, especially mines are boring

Postby VooDooQky » Tue Aug 22, 2017 5:57 pm

How about making the mine a bit more interactive with the track? Like placed on a speedpad, the speedpad would enchance it's trigger area, and destructive effect? Or have it magnetised, so while placed around barrels, it would pull them in, and trigger those too, along with the debris?

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Re: Some weapons, especially mines are boring

Postby Chris_CE » Mon Aug 28, 2017 10:56 pm

A charged version of the mine could have magnetism that pulls cars in perhaps. Remember, charging makes the user's car slow down a bit, to give a penalty and help balance
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Re: Some weapons, especially mines are boring

Postby VooDooQky » Wed Sep 13, 2017 3:03 pm

Another idea:

Parasite mine

Let it be the charged or stacked version of the mine, or a kind of it's own pickup, i think it would be a good idea if we had a weapon, which clings to an opponent host's hull. Then, whoever placed it, just have to wait for the right time, and push the remote --> BANG!

If this would be a mine variant, could be useful placed at sections, where normal mines are usually not that effective, like the outer sides of the pipes on transport in a turn.

Or just mix it up with the hacker-type of weapons suggestions, whatever, possibilities are endless, and certainly would give some more pickup-player interactivity.

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Re: Some weapons, especially mines are boring

Postby playabot » Wed Sep 13, 2017 8:19 pm

Sadistic! ...I like it :)

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Re: Some weapons, especially mines are boring

Postby Cybruiser57Péter » Sat Oct 07, 2017 6:12 am

LOL... this will a adorable thing to use.

+ it's also needs a visual indicator for the user who dropped it, if the mine clings on an opponent.
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Re: Some weapons, especially mines are boring

Postby codemonkey » Sat Oct 07, 2017 6:32 am

You're right, mines are boring, and actually very ineffective. We're working on it for the next release ;-)
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