- 2,097
- FL, USA, Earth, Sol, Local Bubble, Milky Way
- TeamACRZARacingo
- GyroxOpex
...what would it be like? Would it be a sim, an arcade game, a hybrid racing/combat game? What would the mechanics be? What would make it unique?
This is an idea I've had for a few months: a 6DOF space racer that would also take inspiration from games like Forza Motorsport, Gran Turismo and iRacing. The tracks would mostly be set in space, and the extra two degrees of freedom would allow for much more advanced track designs than most any other game; aside from your left and right turns, there would be upwards and downwards ones as well, and memorizing the track would mean also memorizing which direction to roll your ship to find the best line. The roster would include a few hundred ships, ranging from el cheapo civilian models to multi-million-dollar racing prototypes meant for sheer speed, but they'd all have their limits: no throwing it into hairpins at 500 mph and zipping out the other side with nary a scratch. The physics would definitely err more on the "simulation" side, in contrast to titles like Fast RMX and F-Zero.
As far as race weekend format, your standard three-lap sprint would be done away with. Each race would have practice and qualifying sessions to go alongside the main event, and you'd be able to control your ship manually on the formation lap, in the pits and (provided they're enabled) cautions. Yes, cautions: a ship crashing or stopping with a mechanical failure would necessitate a caution as safety crews clean up the scene and make it safe to race again. And yes, failures would be a thing; push your ship too hard for too long and you'd wind up damaging a part, forcing you to pit if you wanted it fixed. This would especially come into play during endurance races, where keeping the ship running smoothly for a long time would be perhaps even more important than going fast.
But that's my idea. Let's hear yours!
This is an idea I've had for a few months: a 6DOF space racer that would also take inspiration from games like Forza Motorsport, Gran Turismo and iRacing. The tracks would mostly be set in space, and the extra two degrees of freedom would allow for much more advanced track designs than most any other game; aside from your left and right turns, there would be upwards and downwards ones as well, and memorizing the track would mean also memorizing which direction to roll your ship to find the best line. The roster would include a few hundred ships, ranging from el cheapo civilian models to multi-million-dollar racing prototypes meant for sheer speed, but they'd all have their limits: no throwing it into hairpins at 500 mph and zipping out the other side with nary a scratch. The physics would definitely err more on the "simulation" side, in contrast to titles like Fast RMX and F-Zero.
As far as race weekend format, your standard three-lap sprint would be done away with. Each race would have practice and qualifying sessions to go alongside the main event, and you'd be able to control your ship manually on the formation lap, in the pits and (provided they're enabled) cautions. Yes, cautions: a ship crashing or stopping with a mechanical failure would necessitate a caution as safety crews clean up the scene and make it safe to race again. And yes, failures would be a thing; push your ship too hard for too long and you'd wind up damaging a part, forcing you to pit if you wanted it fixed. This would especially come into play during endurance races, where keeping the ship running smoothly for a long time would be perhaps even more important than going fast.
But that's my idea. Let's hear yours!