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
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
tempAnon093 {l Wrote}: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.
manwhoisonfourms {l Wrote}:An add-on section for powerups would be cool!
Anon {l Wrote}:If he's really so fixated on keeping "an OP powerup" from letting "newbie-tiers players [...] get feel good feedback [with] zero skill"
Anon {l Wrote}:[other post]
DoggoOfSpeed {l Wrote}:I always hoped for something like a cloud power-up. It could allow you to fly above other players and things like bowling balls. It could be used for shortcuts too, though I guess it would be quite hard to implement in a way that won't break the game's balance... But implemented well, it would add a power-up that is easy to learn, but hard to master.
QwertyChouskie {l Wrote}:I think a good solution might be similar to the solution for the new GUI style (ref https://forum.freegamedev.net/viewtopic.php?f=17&t=7974): Let the user pick. There's a pretty good precedent for this: In MK Wii at least, you can select between Strategic, Balanced, and Aggressive. [snip]
Diogenes v. S. {l Wrote}:It is important to me that all karts have the same chances of winning on all tracks.
LenAlyssa {l Wrote}:And what's your opinion about this new item ?
tempAnon093 {l Wrote}:I do think there is a potential for bias when:
* one person has the entire say on balance [!]
* that one person is a far more experienced racer than most of the users and implied audience
Anon {l Wrote}:And if you design the game to cater only to the needs of a very specific type of player
Diogenes v. S. {l Wrote}:And a final answer to this cannot be found in principle. Because there is not a single project that cannot be "somehow" developed further.
And who knows; maybe one day our children and children's children will even play STK on a holodeck - as shown in Star Trek or something. :-D
But even then, games and game conditions will never be perfect, especially since the technical term for permanent change is simply "evolution".
Diogenes v. S. {l Wrote}:And that's exactly what I've been doing the last few days by changing the settings of the heavy karts a bit and testing them in numerous offline races with 10 and then 19 AI's per race (and of course in every race mode).
So in concrete terms I increased the engine power a little (power = "* 1.2"), but reduced the maximum speed a bit (max-speed = "* 1.01"). I have left all other settings unchanged.
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