[Checkpoints] Restarting with speed

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banjee
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[Checkpoints] Restarting with speed

Post by banjee » 12 Apr 2011, 15:29

What if you could restart from the checkpoint with exactly the same amount of speed as when you went through it? ;) That would eliminate the need for respawn routes or "noob ways" as some like to call them. ;)

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_w_i_b10hanno
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Re: [Checkpoints] Restarting with speed

Post by _w_i_b10hanno » 12 Apr 2011, 15:32

It would destroy the game. I wouldn't have a problem when respawn is not even possible ... Like in TmnEswc.
And apart from that i think it is boring...
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tcq
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Re: [Checkpoints] Restarting with speed

Post by tcq » 12 Apr 2011, 15:42

Depends on the map. But if you could adjust the speed you have, after restarting, then this would open up a lot of new possibilities for creating maps, which are respawnable.

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haenry
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Re: [Checkpoints] Restarting with speed

Post by haenry » 12 Apr 2011, 17:18

It would make respawn-ways easier, yeah.
On the other hand it gives many new possibilities to cut, despite the fact , that there are no "real" cuts in TM, since you only need to drive through every cp in any direction and then into the finish :D
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Trackmaniack
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Re: [Checkpoints] Restarting with speed

Post by Trackmaniack » 12 Apr 2011, 19:36

I don't understand how this would "ruin" TM...I think it could be an interesting idea.
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Romain42
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Re: [Checkpoints] Restarting with speed

Post by Romain42 » 13 Apr 2011, 19:37

This issue have also been discussed here in the french part of the forum.

For those who don't speak french, we stayed the following caveats and suggestions:
- If the respawn initial speed is set by the map-maker, a player who crosses the CP at a very low speed could get an advantage through a respawn, even if he didn't crash.
- If the respawn initial speed is equal to the speed of the player when he/she crossed the CP the first time, the player may be unable to drive the first curve after respawning if he crossed the CP too fast.
- The checkpoint is an assistance for those who crashed. If an initial speed is applied, the drivers who crashed lose less time and it rewards less the good driving of those who didn't crash.
- The good map makers check the respawns of their maps. It's up to the map-maker to check if it's possible to restart from each CP and to check if the respawn ways are not too long.
- A special "respawn validation" could be established instead of the CPs with initial speed. It would be a second validation after the first one, for which TM makes the driver respawn at each CP in order to check if he can drive the map from each CP. Of course, the author time would remain the first validation time (i.e. without respawns).
- The "respawn validation" could be skiped by the map-maker if he estimates it's not important. But in this case, the map will contain the information that the map has not been checked as respawnable. This information could be shown by TMX for each map and/or be a research criteria.
- Some players stayed Nadeo should let all the map-makers free to build whatever they want, even if it is bad (there will allways be bad map-makers).

I tried to summerize at best. ^^

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banjee
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Re: [Checkpoints] Restarting with speed

Post by banjee » 13 Apr 2011, 23:12

thanks that cleared up alot :)

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haenry
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Re: [Checkpoints] Restarting with speed

Post by haenry » 13 Apr 2011, 23:28

So overall I would say, that there are too many negative points against it :D
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Re: [Checkpoints] Restarting with speed

Post by Romain42 » 14 Apr 2011, 00:19

It depends... It could have an interest but it sure shouldn't by systematic. I believe the respawn ways, if they are well made, are still a fair option. If some map-makers build unnecessary long respawn ways because they are sadic and want the beginners to whine, i highly doubt they will use the respawn initial speed function.

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