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Racing mod idea.

Posted: Mon Apr 19, 2004 5:03 am
by -Penfold-
I'm guessing you guys probably wouldn't want to get into this type of mod, but on the off chance, I figured I'd pitch the idea. After all, I'm sure if anyone could pull it off well, it'd be you guys. :D

And before you respond to post it elsewhere, I have. ;)

Just for a change of pace that would take advantage of the excellent graphics and rolling landscapes of many UT04 maps as well as the optimized net code, why not have a racing mod using the Manta or other vehicles?

It could have several modes.

Race mode - mantas race though numbered checkpoints that make up a lap. Checkpoint zero defaults to the start/finish line. Players start there, next to their manta's that aren't unlocked until the race begins. Every player has a link gun that only repairs and has infinant ammo. Manta's have a slow rate of fire, and each beam does little damage and no splash damage. Maps could have pit areas off to the side where, like in F-Zero, they will regain hitpoints. In the pit areas, mantas cannot fire and cannot take damage from fire. Vehicle performance would deteriorate near exponentially such that near the last few hitpoints, performance drops fast, but is hardly noticable for the bulk of the upper HP levels. Vehicles would not blow up, or if they did, would not disappear from the map and would still be repairable.

This way, you'd be racing while still having a small element of attack to slow the person down, the more damage you do, the longer the opponent will have to pit or manually hop out of the vehicle to repair.

Acceleration should be lowered so skill plays more of a role in hopping at just the right moment to minimize craft damage and deceleration.

The craft should be able to rotate faster (maybe 2x faster) thought it should not be able to corner faster. Think Star Control 2 where you can turn your ship around but getting it to go the opposite direction takes some time to get the thrust going.

Crouching or lowering the manta would make it accelerate faster, but have a lower top speed. This way, you can use it to corner better, but would try to avoid doing so if you could avoid it to keep speed up.

As checkpoints could be far apart and wide apart, skill would also be deciding the best route.

Forward would apply thrust, not holding forward would just have the manta coast, backward would apply reverse thrust (with lesser acceleration and top speed than forward thrust. Strafing would do nothing while racing. Turning would be done by rotating while holding down thrust. Shooting at people behind you could be done by letting off the thrust and turning around (as you'd still coast backwards). Of course, this could only be done in short burts unless on a straightaway. Turbo boosts would be available to help in sharp corners or to gain speed on straightaways, though they would take a while to recharge before another burst, like the jump feature, but with much more delay.

Another mode would be a "your it" variety, or for those who've played Carmageddon 2, "The fox and the hounds". One player would be it, and when it your clock time ticks up. When someone bumps who's it, they become it. The first person to have their clock reach a predetermined time wins. All those not "it" see where the "it" person is on the map, and a compass bearing to his direction. The it person loses the map and the compass bearing, as well as the ability to hop. So basically, one person runs like hell while everyone else chases him/her all try to ram him so that when they do they run like hell themselves. It's a very fun mode of play in C2. Each player and their time (or time remaining) would appear on the hud. Or perhaps just the top 3, the current "it" persons score, and the score of the person on their own hud, so as not to clutter the screen (though all could be seen on the scoreboard view)

GUI menu options could include how many laps to win, manta ROF, manta fire damage, manta max hitpoints, and "it" time to win, "it" game mode on or off, "it" mode all vehicle invulnerable to damage on or off, and "it" manta fire on or off.

If, back to racing mode, making a "pit area" is too problematic, then perhaps just have auto turrets default to the zero checkpoint that shoot at and heal whatever stays in range. The more damage you took the longer you'd have to pause to heal it back. A totalled manta would spit out the driver, and the driver would have to repair it before hopping back in. Perhaps even have it so that a totaled manta would be locked until fully healed, to make it that much more rewarding for an opponent to fully damage a manta.

Posted: Mon Apr 19, 2004 1:21 pm
by Kaboodles
EXTREME RAPTOR RACING!!!!

Why limit yourself to racing Mantas? Scorpion racing would be fun! And how about those spacefighters in AS-Mothership?

Posted: Mon Apr 19, 2004 3:01 pm
by TKATK
as mantas can jump,it would be very easy to exploit maps and other racers can hop on the best players manta at the start,stealin it when he heals

Posted: Mon Apr 19, 2004 3:16 pm
by jeditobe1
besides.. mantas are soooo slow compared to the hoverboard.

Posted: Mon Apr 19, 2004 6:40 pm
by Kaboodles
:!: The hoverboard is faster?! Cool!

I have a question about the hoverboard. Will the velocity of the hoverboard have any effect on the velocity of any projectile weapons fired from it? Can shooting a rocket while moving forwards make it go faster, and will shooting it while going backwards make it go slower?

Just wondering

Posted: Mon Apr 19, 2004 6:49 pm
by neolith
Kaboodles_The_Assassin wrote:Will the velocity of the hoverboard have any effect on the velocity of any projectile weapons fired from it? Can shooting a rocket while moving forwards make it go faster, and will shooting it while going backwards make it go slower?
Physics is not my thing, but AFAIK a rocket is self propelling (and btw doesn't even create a push back IRL) and its speed therefore is not dependent on the initial movement.

For almost all the other weapon projectiles I'm certain that they move that fast in comparison to the player that no one might notice the difference.
Just my 2c.

Posted: Mon Apr 19, 2004 6:51 pm
by neolith
EDIT: sorry, double post, my bad...

Posted: Mon Apr 19, 2004 7:08 pm
by LordHoban
You could also have sideline players attempting to shoot the racers down. With small teleporters they can use to jump to different portions to the map.

Posted: Mon Apr 19, 2004 8:49 pm
by Isotope
I think that anything fired form the hover board will fly faster, as its initial velocity is that of the player firing it, which would be riding the hoverboard. While a rocket may be self propelled, it starts at the speed it's user is traveling. I dont think the game actually takes this into account, though...

Posted: Mon Apr 19, 2004 8:57 pm
by jeditobe1
in terms of real life:
Anything fired from a moving object has that objects velocity as its "Starting velocity," then forces act on it to change that starting velocity (gravity, etc).

in terms of game:
Depends on how the weapon was made. If the weapon adds the player's velocity to the projectile (most dont, weve tried it with complaints), then you would get the real life version. If it spawns it and gives it a set starting velocity, then no.

The big problem is when you are travelling faster than the projectile you are firing, or accellerating faster than it. Then you run the risk of running into your own projectile (ive done this before with the nade launcher a while back).

Posted: Mon Apr 19, 2004 11:23 pm
by -Penfold-
This is most apparent when flying sideways in the raptor and noticing that the plasma fire does not shoot out forward relative to the crafts movement as it would in reality. This causes the need to aim "behind" an object in the similar way that you lead a moving object when you are still and it moves. This is why it wasn't so easy to shoot down an enemy fighter from within a side-mounted turret of a WWII bomber. (unless the enemy was considerate enough to fly a paralell course at the same speed)


TKATK wrote:as mantas can jump,it would be very easy to exploit maps and other racers can hop on the best players manta at the start,stealin it when he heals
1) exploits? How do you mean. If being able to pull of a while time jump can result in a shortcut, so be it. If it isn't so difficult, then everyone will do it anyway, and it'll just be the main route of the track.

2) stealing/hopping a ride... Just make it so that each player can only has one manta that isn't locked, his own. Also, make it so that traveling through a checkpoint while not in your manta doesn't register and therefore you cannot finish the race catching a free ride.

Posted: Wed Apr 21, 2004 11:49 am
by jb
Thats not a bad idea. Just we have soo much to fix and get working. At one time we had thought to add in Proxy Racing..where instead of Manta's your ride a larger version of the proxies :)

Posted: Thu Apr 22, 2004 6:01 am
by WH00T
I dunno about normal racing, but i think it'd be cool to have an assault map or somthing where you try to get out of a crumbling building or somthing. it'd be totally kickass to ride down the site of the falling building on your hoverboard, dodging big falling chunks of concrete on your way down. whoa. sweetness.