mario cart on rails
I love it

----- Original Message ----- 
From: "Che" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Cc: "Gamers Discussion list" <[email protected]>
Sent: Wednesday, April 30, 2008 6:42 PM
Subject: [Audyssey] Battle Racing approaches


> Steady and I have been testing some new ideas for a battle mode in Rail 
> Racer where you can shoot weapons at your opponents, drop mines, fire 
> missiles, raise shields and the like.  Kind of a dogfight on the track.
>  I am convinced this can be done properly now, and I'm looking from 
> feedback from fellow racers on the idea.
>  Here is what I have roughly outlined so far along with Steady's help:
>  Once you go into battle mode with the caps lock key, the keys on the left 
> side of the keyboard change function.
>  If you are behind an opponent you can fire a phaser at them with the 
> spacebar, but you must match their lean angle first.  Your Rail Racer 
> battle system will indicate to you if your opponent is right or left of 
> you, as well as when you are in range both in distance and angle.
>  Right now, I have it set up so you can only fire at a player ahead of 
> you, but it could be designed so the racer has rear mounted phasers as 
> well.
>  If you are being pursued, you can drop a mine which will be locked to 
> your current target player only, so other players don't have to worry 
> about jumping over it.  To clear the mine, you must achieve an altitude of 
> at least 10 feet when you pass over it.
>  Currently this is all I have programmed into the system as a test, but 
> there are many more possibilities.
>  We could have shields that deflect phaser fire at a cost to speed, or 
> perhaps you only have a certain amount of shield energy to use.
>  Also, we could have stinger missiles that can be locked onto your target, 
> with accompanying chaff to throw the stinger off if it is released in 
> time.
>  Also, I would like to include power ups in battle mode, roughly what I am 
> considering now is a energy trap that lies on the rail, with a power up 
> hovering above it.  You must jump the trap, but to get the power up you 
> would have to be a certain altitude above it as you fly over, say 20 to 30 
> feet when you are at the point of the power up.
>  Another possibility here is the ability to select your power up based on 
> your lean.  For example, if you are leaned 90 degrees to the right when 
> you hit the power up point, you may get extra shield energy.  Or if at 
> zero degrees you may pick up another nitro, etc.
>  We may have to limit the number of players on any given track, as 
> battling with 10 people at once will get quite chaotic, but further 
> testing will reveal if this is an issue or not.
>  Also, due to the complexity of the battle system, the track designs will 
> have to be quite different overall.  Based on testing with steady with the 
> limited battle system we can already tell that having lots of curves is 
> going to make things very hard to balance.
>  To this end I am going to reprogram the track editor into a new variant 
> that will allow battle tracks to be created. These tracks would include 
> inclines to the rail so you could be going up and down hill with 
> respective changes to acceleration and top speed. Of course there would 
> still be curves, but they would need to be strategically placed and 
> designed.
>  Also, the power up traps would be included along with anything else Team 
> Rail Racer comes up with.  If you have an interest in playing Rail Racer, 
> You are a member of Team Rail Racer by the way, grin.
>  I want to get the feedback of players to these ideas, so I can build the 
> best and most fun system possible for all of us.  Racing online has been a 
> blast, and I think this will definately take it to the next level, pulling 
> in people that aren't necessarily into the racing thing.
>  So here are a few questions I'd like input on:
>  1.  Should there be a points system to determine the overall winner of a 
> contest?  For example once you get hit 10 times, you are out of the 
> competition with the last person standing being the victor. 
> Alternatively, damage could be taken with each absorbed shot, until your 
> racer is destroyed, losing speed along the way.  Any other ideas here 
> welcome.
> 2. What do you think about the power ups idea, is there a better way to do 
> it than what I have outlined?
> 3. What kind of weapons would you like to see in the game, additionally 
> what kinds of defensive systems, shields etc?
> 4. Should some sort of bonus be given for overtaking an opponent?  We want 
> to keep the aspect of speed intact here as well as the fighting.
>  Feel free to write back to the list or to me directly at:
> [EMAIL PROTECTED]
>  I will be using beta testers for battle racer from a list of players that 
> own the game I have already selected, and I may give a wider call out for 
> testers when the project is a little further down the rail.
>  Thanks for reading all this, and I look forward to your input, I think 
> this is going to be another really cool game for us all to take part in.
>  Again thanks to Steady for his time and ideas with this, besides being 
> probably our best racer, he is quite a guy.
>  Later,
>  Che
>
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