hiker {l Wrote}:An AI kart is rescued if it can't drive for a certain amount of time. Any kart is automatically rescued if it's tilted more than 60 degrees, and a speed of 3m/s or less.
Thank you for these precisions hiker.
Tuxfan {l Wrote}:@Kinsu: I like your suggestions and tried to test how some of your suggestions could be carried out.
Thank you for testing, Tuxfan

Stealthy & accurate :
Tuxfan {l Wrote}:a) The difficulty of this mode depends on the track's width. It is quite easy in oliver's math class or startrack to avoid other karts and more challenging on skyline or fort magma.
Yes, you're right. Maybe some kind of sequence could be established for the challenges ... i.e. the "Stealthy & accurate" sequence would begin by some easy tracks for these challenges (big width), and end with hard ones... And if the player finishes the challenge sequence (maybe 3 or 4 tracks ? eventually letting the player choose which tracks among the easy, medium, difficult tracks he wouldlike to try for this challenge sequence... ?), a kind of price is given to him, as an unlocked track or kart, or something else.
A little like in RPG games : you finish a series of quests (e.g. 1. Kill 5 young wolves - 2. kill 10 medium wolves - 3. kill 15 elder wolves...) to gain a cool reward (e.g. the "wolf killer" title).
Tuxfan {l Wrote}:b) This game mode is hard at the beginning of the race. But once you are first, there is almost no contact with other karts and the game does not feel different from a normal race.
I don't really know how to make it a little more challenging... maybe the player could begin 1 or 2secs later so we can be sure he's not first at the beginning ?
Tuxfan {l Wrote}:c) The game should immediately end after the first contact with an enemy kart.
Wouldn't it be a little frustrating ? We could also just display a "Challenge Failed" and let the player continue the race if he wants, like in GTA when missions are failed... I don't really know ^^
Heavy Brute :
Tuxfan {l Wrote}:a) It is quite difficult to crush an enemy. It takes another kind of driving skills to accomplish this. On my first attempts I could only crush a kart per lap.
Yes that's what's cool with challenges I think : it makes players play differently and discover new ways to have fun with STK, so it increases the "playing-time"

Tuxfan {l Wrote}:b) It is easier if you use heavy karts and try to crush light karts.
c) Maps with narrow or unfenced roads like startrack and fortmagma are a must have to crush 0effectively other karts. I have not tested crescentcrossing and other tracks where karts can't fell off the track, but I guess crushing is quite more difficult on those tracks.
Maybe these parameters could also be used for the challenge sequence... e.g. the first challenge of the sequence is with a heavy kart against only light karts, and the last vice-versa (veeeeery hard

so a very good price would be required for this sequence

)
Tuxfan {l Wrote}:d) I suggest to turn off all kind of items and bananas (the goal is to crush, not to shoot or even get shot)
e) Infinite nitro for the crusher

In order to crush additional speed is absolutely neccessary - or item boxes should be replaced with nitro bottles when driving in crushing mode.
Good idea. It's even more brutal

Tuxfan {l Wrote}:f) Is it a regular crush, if I need to be rescued after the enemy got rescued ? (This happens quite a lot of times.

)
Erm... I think we could count them as a crush... Maybe give some appreciations to crushes (a little like in burnout when you make a takeout, or in stepmania when you hit a key : "boo", "good", "perfect", "marvelous"), and give a final score based on them ?