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A perk system for GRIP - GRIP Video Game Forum

A perk system for GRIP

From turbos to missiles, discuss Grip's pick-ups here
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A perk system for GRIP

Postby potterman28wxcv » Mon Jul 04, 2016 7:18 pm


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Re: A perk system for GRIP

Postby TheOnLY » Mon Jul 04, 2016 8:02 pm

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

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Re: A perk system for GRIP

Postby Queadah » Tue Jul 05, 2016 3:59 am


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Re: A perk system for GRIP

Postby Sigrid » Tue Jul 05, 2016 5:50 am

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:

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Re: A perk system for GRIP

Postby potterman28wxcv » Tue Jul 05, 2016 7:03 am


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Re: A perk system for GRIP

Postby yellowquiet » Wed Jul 06, 2016 3:37 am

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.
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Re: A perk system for GRIP

Postby Sigrid » Wed Jul 06, 2016 5:06 am


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Re: A perk system for GRIP

Postby potterman28wxcv » Wed Jul 06, 2016 6:21 am


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Re: A perk system for GRIP

Postby wantfastcars » Wed Jul 06, 2016 11:58 am

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.
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Re: A perk system for GRIP

Postby Queadah » Wed Jul 06, 2016 1:21 pm

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).

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Re: A perk system for GRIP

Postby Django » Sat Jul 09, 2016 2:40 am

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.

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Re: A perk system for GRIP

Postby Broscar » Sat Aug 06, 2016 12:57 pm

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.






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Re: A perk system for GRIP

Postby yellowquiet » Sat Aug 06, 2016 11:34 pm

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.
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Re: A perk system for GRIP

Postby potterman28wxcv » Fri Aug 12, 2016 12:16 pm


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Re: A perk system for GRIP

Postby Ryu Makkuro » Fri Aug 12, 2016 12:45 pm

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).

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Re: A perk system for GRIP

Postby Chris_CE » Tue Aug 16, 2016 11:55 am

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
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Re: A perk system for GRIP

Postby potterman28wxcv » Tue Aug 16, 2016 4:38 pm


Check out the for the Rollcage Neo-mode Tournament 2017, starting 15th April !

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Re: A perk system for GRIP

Postby Diapolo10 » Wed Aug 31, 2016 5:06 am

Life is simply unfair, don't you think?

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Re: A perk system for GRIP

Postby wantfastcars » Wed Aug 31, 2016 9:38 am

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.
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Re: A perk system for GRIP

Postby potterman28wxcv » Wed Aug 31, 2016 10:45 am


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