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Racing Discussion - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Racing Discussion (/showthread.php?tid=206506) Pages:
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Racing Discussion - TheKusari - 01-16-2025
RE: Racing Discussion - Sombs - 01-16-2025 The destruction of Battleship Hood is still left unavenged. I propose an alliance of all racers to take down the Santander in a hilariously stupid way. RE: Racing Discussion - sindroms - 01-16-2025 I need to see illegal racing culture with blinged out overdriven engines and LPI spitting donuts as a dude does a backflip before entering the trade-lane. RE: Racing Discussion - StellarViss - 01-16-2025 (01-16-2025, 06:59 AM)Sombs Wrote: The destruction of Battleship Hood is still left unavenged. I propose an alliance of all racers to take down the Santander in a hilariously stupid way. Can't agree more RE: Racing Discussion - jammi - 01-16-2025 (01-16-2025, 08:51 AM)sindroms Wrote: I need to see illegal racing culture with blinged out overdriven engines and LPI spitting donuts as a dude does a backflip before entering the trade-lane. You want to live your life 0.402336 kilometers at a time? In all seriousness, I think racing as a concept is always going to be significantly limited until there are some actual game mechanics tied to it. FLHook support for various features is probably the biggest accessibility issue and would ideally provide functionality such as: - Being able to initiate a race at a particular track with your group, including a specified or default number of laps per track. - Wager pots, allowing participants to put money into a winnings pool that is awarded to the winner. - Countdown timer to announce the start (maybe locking cruise engines before that point?) - Waypoint tracking per race ring (to avoid skips or misses). - Timers that initiate on race start, and track times on a lap and race basis. - Top 10 leaderboards for each course for fastest lap record. - A local winner announcement based on the registered racers and lap specification. To make the system truly satisfying, you'd likely still need additional mechanics that changes how racing actually feels and handles. That might mean finely tuned racing engines and thrusters, that play with mass, acceleration and possibly even damage over time. There's also a separate discussion to be had about how to facilitate "cheating", as in the kind of guns-free ratfucking Hovis got up to in Dublin. RE: Racing Discussion - Vulkhard Muller - 01-16-2025 So, racing engines around really cool. Maybe make then for snub craft? Something like the Freighter 550 Engines where they cause some sort of drawback. Like, completely draining your core or something at the cost of MUCH higher speeds. We could see some interplay with Police and others pairing a light fight kitted with racing tech in order to run down smugglers/pirates/etc. Additionally, could see this being used for role play laws. Where only police and registered ships can have racing engines RE: Racing Discussion - SeaFalcon - 01-16-2025 Higher cruise speeds will make some tracks even more unusable than they already are with the current speed buff we experienced to cruising. Perhaps looking into Light fighters with 'racing thrusters' that won't drain as much percentage, but they also shouldn't be combat capable. Perhaps they could even damage your ship if you use them too hard. Like the furnace, they can have other graphics attached to them. But the most important thing here is - "nothing is stronger than family" RE: Racing Discussion - jammi - 01-16-2025 (01-16-2025, 12:44 PM)SeaFalcon Wrote: Higher cruise speeds will make some tracks even more unusable than they already are with the current speed buff we experienced to cruising. My preference is thrusters, as that also allows for variable speed control, skill expression through afterburner drain management, and possibly even a pitstop mechanic where using the thruster damages it. So you need to judge when to go off-track to repair. Cruise on the other hand is a binary on or off. There are options there too, like an near instant cruise charge, but that's very start-stop and a bit janky. RE: Racing Discussion - Haste - 01-16-2025 (01-16-2025, 12:59 PM)jammi Wrote:(01-16-2025, 12:44 PM)SeaFalcon Wrote: Higher cruise speeds will make some tracks even more unusable than they already are with the current speed buff we experienced to cruising. The tricky part in my opinion is making something that is actually naturally faster than conventional cruising. If it isn't, it all feels kind of silly when you slap on deliberately slower engines/thrusters to then race with. Just press Shift-W with a normal engine, dumbass. Maybe we just need loads and loads of CDs, lol. RE: Racing Discussion - jammi - 01-16-2025 CD platforms are definitely environmental hazards we could build into tracks. Possibly also hairpins that require velocity control as you'll overshoot if you try to brute force with cruise. |