wilmaster734 {l Wrote}:I haven't finished yet, but here's a first version of what I've done. I realized that I couldn't simply swap 2 stats. What I did was to calculate, for example, the difference of maximum speed between the 3 types of car and I created other types of car. For example, a car between light and medium and a car between medium and heavy. I also added heavier and lighter cars. If the current car system is balanced, what I've done should be balanced if I haven't made a mistake in my calculations.
Intermediate types would be somewhat balanced, but karts going below and above the current maximum would be imbalanced as their specific advantages would be emphasized.
I also think there is something nice in having a big enough difference between any two kart classes that you can "feel it" when switching from one to the other.
kimden {l Wrote}:I would rather prefer having something between light and medium and between medium and heavy karts, or making kart classes a little bit closer as currently the game has major issues with 85% of players picking heavies in racing, and lights in soccer (which means only 4 karts are used in both, which is kinda bad)
Whatever new ideas are used, I agree that they shouldn't end up in only one kart being used.
I have been thinking about this recently.
I think that keeping an around 10% top speed difference between light and heavy is good to make them feel different.
My main balancing ideas linked to kart classes :
- In general, make it more difficult to take curves. Even the heavy kart of STK 1.X feels incredibly reactive compared to other games, and while I like the feeling of control we get in STK, it should be trickier.
- Change the max skidding radius. Skidding in relatively straight lines ("snaking") is a standard technique and it should stay so. But in these situations, it's better to have a bad turn radius because it allows to go straighter while skidding. This helps heavies. Light karts should be able to take just as efficient "snaking" trajectories than heavies.
- Revisit nitro efficiency. This is an underrated bonus for lighter karts, but it's almost too easy to have "too much" nitro sometimes.
- Splitting the medium class in two or eventually three classes, but it would be neat to make it more interesting than just interpolations between light and heavy. I think something like 4 or 5 different classes would be good for STK 2.0, more variety but with multiple karts per class and not an endless clutter of adjustable parameters.
Secondary values could also take some light tweaking, but while this should in general improve balance for normal racing, some things may not be achievable without adding new parameters.
As for soccer... I think that the only way to really make multiple kart types viable there is to create specialization. Light karts will always be more maneuverable, so mediums or heavy need to fill another niche, helping their team without having to go directly after the ball.