Poll: What kinds of pick-ups would you like to see in Grip?

From turbos to missiles, discuss Grip's pick-ups here

What kind of additional weapons and power-ups would you like to see in Grip?

Energy rifle/rail gun - (line of energy blasts cars away harder than any other weapon. Tough to aim, though)
89
19%
Plasma cannon - (shoots orbs of energy that are slow and easy to avoid, but pack a big punch)
31
7%
Pulse Push - (a wave of energy shoots out in a sphere around your car, knocking any enemies in the radius away from you)
88
19%
EMP - (very temporarily disables the engines of cars in it's affected radius around you)
40
9%
Snare - (latches onto a car in front of you, either pulling them to you, or you to them, allowing you to slow them down or pass them)
45
10%
Orbital strike - (fires beams of death down from above ahead of your position. Cars can avoid them if observant)
64
14%
Spiral rockets - (shoots multiple rockets in a sprialing formation directly in front of the car. Do not have targeting abilities)
106
23%
 
Total votes: 463

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Chris_CE
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Re: Poll: What kinds of pick-ups would you like to see in Grip?

Postby Chris_CE » Fri Jul 22, 2016 12:06 pm

Not sure I like the idea of freezing cars in place, as it will ruin the flow
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Re: Poll: What kinds of pick-ups would you like to see in Grip?

Postby 0Blueaura » Fri Jul 22, 2016 3:43 pm

Yeah, restart button works as an example..
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Re: Poll: What kinds of pick-ups would you like to see in Grip?

Postby TheOnLY » Sat Jul 23, 2016 8:57 am

...or the EMP taking away acceleration forever when first. :P
I'd rather have my car being frozen (in time?) and regain all my speed back the moment the effect wears off.

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Re: Poll: What kinds of pick-ups would you like to see in Grip?

Postby Queadah » Sat Jul 23, 2016 1:49 pm

TheOnLY wrote:...or the EMP taking away acceleration forever when first. :P

I think I know what **might** be off with the EMP:
  • as Chris said, 1st gets max effect, last gets nothing and the others get scaled impact from that, based on position
  • This translates in an effect (e) such as (I imagine):
    e = (max effect - effect on the last)/position number
    "effect on the last" being zero
  • this has the desired effect (compress the pack)
  • except it doesn't take into account the distance between racers!
Thus, being first by a few meters in a pack makes the EMP punish you as much as being 1st far ahead. To counter this, I suggest the effect becomes something like:
  • e = (max effect - effect on the last) / (position number + (1 / distance to the last in meters))
  • Several case scenario should be checked. Fortunately, distance can't be 0 so I think it works
  • In arena you'd have to switch to the distance radius from the emitter, but that's probably already the case
Imo, the EMP in itself is fine otherwise

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Re: Poll: What kinds of pick-ups would you like to see in Grip?

Postby TheOnLY » Sat Jul 23, 2016 2:30 pm

I don't mind the difference in time between places, but that it takes control away from me. :( Taking away control form the player is always bad and ruins the flow of a game imo (that's why i also dislike cutscenes). Also getting punished for the sheer fact of being first doesn't exactly feel good either (if there was any way of avoiding it, it would be ok, as i just failed to avoid it).
Its effect is also much more depending on where on the track you are and what happened from a few seconds before getting EMPed and the time the effect wears off, than the difference between first and second.

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Re: Poll: What kinds of pick-ups would you like to see in Grip?

Postby 0Blueaura » Sat Jul 23, 2016 5:23 pm

I wish grip had some cutscenes when the game counts 3.2.1, like 3 or 4 cameras that the game choose randomly each time the track is loaded, to give some action into it :d

grip supposed to be a television show lore wise
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Re: Poll: What kinds of pick-ups would you like to see in Grip?

Postby Chris_CE » Wed Jul 27, 2016 11:49 am

TheOnLY wrote:...or the EMP taking away acceleration forever when first. :P
I'd rather have my car being frozen (in time?) and regain all my speed back the moment the effect wears off.

Yeah unfortunately that creates a lot of technical hurdles we don't really want to deal with considering the reward

Queadah wrote:
TheOnLY wrote:...or the EMP taking away acceleration forever when first. :P

I think I know what **might** be off with the EMP:
  • as Chris said, 1st gets max effect, last gets nothing and the others get scaled impact from that, based on position
  • This translates in an effect (e) such as (I imagine):
    e = (max effect - effect on the last)/position number
    "effect on the last" being zero
  • this has the desired effect (compress the pack)
  • except it doesn't take into account the distance between racers!
Thus, being first by a few meters in a pack makes the EMP punish you as much as being 1st far ahead. To counter this, I suggest the effect becomes something like:
  • e = (max effect - effect on the last) / (position number + (1 / distance to the last in meters))
  • Several case scenario should be checked. Fortunately, distance can't be 0 so I think it works
  • In arena you'd have to switch to the distance radius from the emitter, but that's probably already the case
Imo, the EMP in itself is fine otherwise

Actually the current code also takes into account the players actual position on the track and in relation to the pack. Rob's thought of that

0Blueaura wrote:I wish grip had some cutscenes when the game counts 3.2.1, like 3 or 4 cameras that the game choose randomly each time the track is loaded, to give some action into it :d

grip supposed to be a television show lore wise

Patience ;)
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Re: Poll: What kinds of pick-ups would you like to see in Grip?

Postby TheOnLY » Thu Jul 28, 2016 11:00 am

Chris_CE wrote:Yeah unfortunately that creates a lot of technical hurdles we don't really want to deal with considering the reward

I honestly don't know much about UE4, but i don't see much of a problem taking away all of an objects momentum (so it becomes static/frozen) and reapplying its momentum later when the effect wears off?
I understand that having time distortions would be very hard to implement, especially in multiplayer though.

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Re: Poll: What kinds of pick-ups would you like to see in Grip?

Postby 0Blueaura » Thu Jul 28, 2016 11:27 am

TheOnLY wrote:
Chris_CE wrote:Yeah unfortunately that creates a lot of technical hurdles we don't really want to deal with considering the reward

I honestly don't know much about UE4, but i don't see much of a problem taking away all of an objects momentum (so it becomes static/frozen) and reapplying its momentum later when the effect wears off?
I understand that having time distortions would be very hard to implement, especially in multiplayer though.


no no no, time warp is impossible to implement in unreal engine 4, ask Rob why is that. but even with some clever ideas to imitate the feeling of time being slowed down, I don't think its worth a hustle
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Re: Poll: What kinds of pick-ups would you like to see in Grip?

Postby TheOnLY » Thu Jul 28, 2016 11:46 am

That's why i am not talking about a timewarp but about freezing/making an object static.
You just save all its momentum and other needed properties, make it static by removing all of its momentum and reapply its momentum and the other needed properties when the effect wears off. NO TIMEWARP.

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Re: Poll: What kinds of pick-ups would you like to see in Grip?

Postby agcue » Mon Aug 01, 2016 11:15 am

my two cents... I'm all for fewer weapons that have really unique effects and ultimately balance the game rather than unnecessarily complicate it.

Not a super fan of stackable or upgrading weapons especially as they were implemented in RC2. A lot of the weapons in RC2 felt duplicated and some really ineffective and some OP. I think remove RC2 from the baseline completely. It just isn't as tight or as polished an experience; this goes for weapons, vehicle models, track design, the whole shabang - sorry if that offends! (some of the mini games and modes were cool - just not when they detract from the base experience by taking resources away from where they're needed).

I would definitely prefer GRIP if it had limited but stunning content rather than everything and the kitchen sink. Not saying experimentation is a bad thing though, especially when it seems Chris and Co have flawless execution when nailing things down!

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Re: Poll: What kinds of pick-ups would you like to see in Grip?

Postby 0Blueaura » Tue Aug 02, 2016 12:24 pm

actually, are there any sneak peaks of the garage ready to show? I would love to give my feedback on that
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Re: Poll: What kinds of pick-ups would you like to see in Grip?

Postby Queadah » Tue Aug 02, 2016 2:17 pm

0Blueaura wrote:actually, are there any sneak peaks of the garage ready to show? I would love to give my feedback on that

We only know a new menu is coming, can't recall if it's been said anywhere we'd have our lovely garage <3

I made a mockup some time ago if you want to chew on something https://cagedelement.com/forum/viewtopic.php?f=20&t=2538#p11987

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Re: Poll: What kinds of pick-ups would you like to see in Grip?

Postby Chris_CE » Tue Aug 16, 2016 11:59 am

There's a garage ;)
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Re: Poll: What kinds of pick-ups would you like to see in Grip?

Postby 0Blueaura » Tue Aug 16, 2016 1:56 pm

YAY :3 just like the one from the sketch art?
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Re: Poll: What kinds of pick-ups would you like to see in Grip?

Postby DriftRacer14 » Mon Jan 16, 2017 3:14 am

SuperSomariDX wrote:Any plans to bring back that Launch ring powerup from Stage 2?

I loved using that. Maybe Put a puslating color changing glow around your vehicle that can bump other vehicles out of the way upon collision, while the upgraded variant can be the rings, or you can have a little fun and make them spinning stars that increase the range and knockback of the effect.

Oh yea, the Taser Ram! I loved that thing too, especially the Tractor Beam variant when powered up. I didn't get much utilization out of it, though... spent too much time at the front of the pack ._.
Rollcage Stage II PSX Game Manual wrote:TASER RAM
Engage the Taser Ram and sparks of incandescent lightning will envelop your car. You are now ready to do some damage. Hit another car and send it skyward.
POWERED UP TASER RAM
Twice the Taser Ram with a handy tractor beam to bring your enemies within range.


I personally would like options to enable all Legacy weapons, from RC AND S2. See my reply to viewtopic.php?f=5&t=3774&p=16979#p16979 for more detail, or just look below.

DriftRacer14 wrote: :idea: Personally I feel that it'd be interesting to have options in the game to 'Allow Pickups from Rollcage' and 'Allow Pickups from Rollcage Stage II/Death Track Racing'. Maybe go more in depth with it and have a 'POWERUPS ALLOWED' page on per-event/per-tournament basis and have all the legacy pickups listed and allow the user to choose which ones they prefer. Obviously the pickups would behave identically to the old school ones, and perhaps use similar if not identical icons, but they would produce updated variants of their respective visual effects. Perhaps there would be a game mode where 'Legacy Pickups Only' or pickups from one game or the other were the only ones available. Maybe make 'Beat <X> Tournament in Legacy Mode' a Steam achieve or something.
I hate to say this seeing as I hate the infamous three letter concept with a passion, but someone has to play Devil's Advocate. Maybe implement this as DLC and have all the old-school [but visually remastered] tracks and such included in "Rollcage" and "Rollcage Stage II" DLC packages.
OK, tell it to me straight... in Rollcage Stage II for the PS1... was Winter Wonderland II even possible to Gold Medal...? :cry:

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Re: Poll: What kinds of pick-ups would you like to see in Grip?

Postby Chris_CE » Thu Jan 26, 2017 9:29 pm

We don't own any of the property from the rollcage games. We'd get hit with a lawsuit :/
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