StickyBassline wrote:I personally don't think this fits Grips style, and the cars in Grip does not have the same control like cars in Rocket league. The cars in Grip are big tanks that lacks air control and can barely turn at their incredible speed. Cars in rocket league are really focused on jumping, fast turning and good air control, So I don't really think it'd work well.
Chris_CE wrote:The idea of incorporating tower defense/DOTA elements is actually really cool. Thing is, this doesn't fit into the lore of GRIP at all, at least in the story we've currently got.
Chris_CE wrote:This is certainly an interesting idea, but one we'd explore later in development.
The idea of incorporating tower defense/DOTA elements is actually really cool. Thing is, this doesn't fit into the lore of GRIP at all, at least in the story we've currently got.
BUT, previously being a big DOTA player, I do enjoy the thought of this. Have to revisit it later, is all
StickyBassline wrote:The towers interests me a lot though. It could be a defense system meant to take out outlaw racers so there would be no casualties for the government forces. Imagine having it on normal race maps, like mortar towers that give a big red mark in the ground before it fires so you have time to evade the mortar shell explosion if you're quick to dodge! This would be pretty similar to Rollcage's lava maps with meteors, it fits the lore and would bring extra exitement
Mik1 wrote:One thing bothers me about this though, if the cars are unbreakable how would you defend against a capper? or is there gonna be destroyable vehicles like in deathmatch mode.
Demigan wrote:If you move below a certain speed, the flag will be dropped after 0 or 3 seconds (for example). If you go slower you won't even be able to pick the flag up in the first place.
Demigan wrote:The flag is a powerup that takes one slot. It can be fired backwards or forwards to friendlies or to fire it across a shortcut without dropping the flag
Cars are destroyable. This gives tank tiers as much use as faster smaller tiers.
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potterman28wxcv wrote:This is just overkill in my opinion.
If the player stops, he is likely dead in the next few seconds anyway. No need to add a "drop the flag" thing in addition to that.
Besides, it kills possibilities like hiding on top of some building or something. Like if you know you're doomed, you could hide yourself on a very tricky spot, waiting for your mates to respawn and support you.
potterman28wxcv wrote:This idea has potential. You could have a penalty for holding the flag - like not being able to use *any* pick-up, or just being slowed down.
If you coordinate well, it could be (kind of) like football or rugby : you go as far as possible, and when you think you're about to lose the flag, you send the flag to a teammate, either behind or ahead of you.
It might be a little bit too OP though - the "ahead" range should not be too big, otherwise it would provide a too big advantage for the attackers.
potterman28wxcv wrote:PS: how to make a list
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