Powerup changes for STK 2.0

Powerup changes for STK 2.0

Postby Alayan » 09 Nov 2019, 17:41

The next release will remain compatible with 1.0, and will not include changes to the powerup set.

But there is no such constraint for 2.0, so we can get both balance changes to existing powerups, and new powerups.

The main balance change I'm thinking about for existing powerups is nerfing the swatter by reducing its total duration and limiting the "rapid squash" that can remove a bubble gum and then squash very quickly. The basket ball and parachutes could probably take further balancing.

But we also need new powerups. There are some niches to fill :
- A speed+defense compound powerup for players in bad positions, that gives less speed than 3 zippers in the hands of a good player, but somewhat more than a single zipper with less crashing chances in the hands of a noob.
- A weak (speed boost ?) powerup to reduce somewhat the frequency of mutual destruction in the middle of the "pack"
- Others ?

Here are general considerations for each powerup idea :
- The suggested powerup should fit the theme of the game and the existing set of powerup.
- Does it complement well existing mechanics ? If it interacts in an interesting (and non random) way with other existing mechanics, it's a nice bonus.
- How does it impact balance ?
- Does it take some skill to use to its fullest extent, or to defend against ?

There has been many suggestions over the years, but until now it has mostly been vague and not focused on actually getting the powerup in the game.
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Re: Powerup changes for STK 2.0

Postby tempAnon093 » 09 Nov 2019, 23:38

I say this half jokingly, but a h4ck0r item (a pair of sunglasses? a virus? a mechanical keyboard? maybe a '>' glyph) that make you quickly 'glitch' forward along the driveline about 10 metres in an invulnerable state. That would provide temporary defense and limited boost.

possible stylistic reference: Penelope racing in Wreck-It Ralph
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Re: Powerup changes for STK 2.0

Postby AgentCrypto » 14 Nov 2019, 10:07

Well you could also use special abilities like in beach buggy racing.
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Re: Powerup changes for STK 2.0

Postby mirandazellnik » 15 Nov 2019, 01:38

What about some kind of item similar to the bullet in Mario Kart Wii where it takes away control from the player and instead drives them at a high speed for a short distance on the track? It allows people to escape the middle of the pack, and could be balanced to for example bring them 10m ahead of the person in front of them, or some other way of ensuring it's not overpowered
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Re: Powerup changes for STK 2.0

Postby tempAnon093 » 15 Nov 2019, 03:32

mirandazellnik {l Wrote}:What about some kind of item similar to the bullet in Mario Kart Wii where it takes away control from the player and instead drives them at a high speed for a short distance on the track? It allows people to escape the middle of the pack, and could be balanced to for example bring them 10m ahead of the person in front of them, or some other way of ensuring it's not overpowered


This has been proposed before, so I would recommend reading https://github.com/supertuxkart/stk-code/issues/3888 to see advantages and issues with the bullet approach. It seems that there is some community support for implementing a very limited version of a bullet-type add-on.

Alayan seems to have a strong dislike of warp-style powerups so I guess my own proposal would be an instant 'no', despite my justificaitons.
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