StatisticsMania, Rankings, Game modes, Lottery

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Avecezar
Posts: 2
Joined: 04 Nov 2010, 23:13

StatisticsMania, Rankings, Game modes, Lottery

Post by Avecezar »

Hi there

I think I got some good ideas for TM2.
If it's incorporated into the game it should add another dimension to the game experience.

I call the whole idea StatisticsMania.

Competition is in the heart of TM, thence to enhance competition experience I suggest creating separate ingame complex subpage/submenu which should detail a lot of various statistics.

Player should feel that each time he starts the game all statistics monitoring system activates, every minute spent on the game produces new rankings, all his progress is recorded.

In present TM there is very poor statistics page under profile menu and we have no access to more detailed information.

I'll try to list many options (non exhaustive) which I would look forward to seeing:

1. Display information for each track:

A. number of players who run and completed the track, set a time on the track; do not include players who have not set any time on the track.

e.g. "233 401 players completed this track"

Implications: we know how popular the track is

This gives possibility for creating:
+ ranking of most played tracks both Nadeo and custom; include sorting/filtering option: <least played> <most played> <status 'up, unchanged, down'> <Nadeo> <custom> <select ranking number to be shown> <select range to display: xxx - xxx> <campain> <download 'enabled when the track is not present in tracks folder'>

e.g.
"sorted by: most played / range selected: 1 - 500 / select ranking number to be shown [...]
1. Stadium A1 / players 233 401 / status: unchanged / Nadeo / Star campaign / download track/ best time xx:xx:xx
2. Stadium A4 / players 231 864 / status: up / Nadeo / Star campaign / download track/ best time xx:xx:xx
etc."

B. number of times the track was played by a player and completed + number of times it was restarted

e.g. "Completed using this profile 34 times: 28 times offline + 6 times online / restarted 87 times / Completed on this computer 146 times: 89 times offline + 57 times online / restarted 347 times"
In case there are more player profiles on the same computer.

Implications: we know how frequently we run the track online and offline and how many times we attempt to run the track.

This gives possibility for creating:
+ ranking of most and least played tracks (include sorting/filtering options)

e.g.
"filter: online+offline / profile: Player no1 / sort by: most played
1. Stadium A1 / played 34 times / best time xx:xx:xx / restarted 87 times
2. Stadium A4 / played 29 times / best time xx:xx:xx / restarted 105 times
etc."

+ ranking of players who played the track most times; include possibility to find specific player name; iclude possibility to download his best replay for the track utilizing coppers; all or part of coppers spent would go to owner of the replay

e.g
"Find player: [...] / sort by: offline/online
1. Player no235 / played 1320 times: 1250 offline + 70 times online / best time xx:xx:xx / restarted 6348 times /download replay
2. Player no887 / played 985 times: 59 times offline + 926 times online / best time xx:xx:xx / restarted 6541 times / download replay
etc."

C. distance covered to set the time in meters.

e.g.
"Longest distance run: 13587 m / with time xx:xx:xx / average speed xxx.xx / set on date: xx-xx-xxxx / / see replay / shortest distance run 13120 m / with time xx:xx:xx / average speed xxx.xx / set on date: xx-xx-xxxx / see replay"

This gives possibility for creating ranking of shortest and longest distance run on the track.

e.g.
"sort by: shortest distance
1. 12899 m / Player no876 / time xx:xx:xx / average speed xxx.xx / set on date: xx-xx-xxxx / see replay
etc."

D. time spent in the air and on the ground for each replay or any record set: shortest/longest distance etc.

e.g. "air time 5.43 % / ground time 94.57 %"

Create rankings for the above.

E. Maximum speed reached during any race and top speed reached for the track

e.g. "Maximum speed reached for the track: 456 / date set on: xx-xx-xxxx / race time: xx:xx:xx / see replay"

Create rankings for the above with sorting and finding options.

F. top hight over sea level reached during race

e.g. "top height: 145 m / set on date: xx-xx-xxxx / see replay"

G. Display time, distance, air time, top height, top speed, drift lenght for each section between checkpoints

e.g. "start - 1st checkpoint / time: xx:xx:xx / distance xxxx meters / air time: 0% / top speed: xxx / top height: xx meters / drift lenght: 10%
1st checkpoint - 2nd checkpoint / ... etc."

Create Rankings for that with sorting and finding options.

H. total time spent playing the track

e.g. "Time spent playing the track: 2:17:09.20 / first time played xx-xx-xxxx xx:xx hrs / last time played xx-xx-xxxx xx:xx hrs"

Create rankings who spent most time playing the track.

e.g. "1. Player 879868 / played: 9:29:55.51 / best time: xx:xx.xx / last tme played: xx-xx-xxxx"

Create ranking of most played tracks in terms of time spent.

e.g. "1. Stadium D4 / total time played: 5:43:20.13"
2. Coast E / total time played: 5:01:44.38
etc."

I. total distance run on the track

e.g. "total distance run: 580 km 478 m"

Ranking of total distances on the track:
e.g. "1. Player no1117876 / total distance run: 25 776 km 799 m / best time: xx:xx.xx
2. Player no4628726 / total distance run: 19 776 km 500 m / best time: xx:xx.xx
etc."

2. Display during replays actual speed, distance, air time, hight over sea level, drift length. In case of stunts display points being collected during run.

3. Create rankings based on cumulative times

Description: all best times of the player set on each track are added. For example there is a campaign containing 147 tracks to race. If you win all medals then you get 588 medals. Other person can have the same number of medals, then cumulative time from all tracks would be extra factor to make difference between players.

The player should then be allowed to create rankings based on his own preference by selecting any tracks from a pool of official and custom tracks he wants to include in the ranking.

All tracks should have predefined time value high enough for the purpose of creating rankings for example 1 hour. Then if someone chose 10 tracks for his ranking and did not set time on any of them then his cumulative time would be 10 hours; if he set time on each track then actual value will be displayed.
Another solution to this could be that rankings will only be allowed with tracks where a time was set. Then a player can choose tracks for his ranking where he actually completed the track and set a time.

e.g.
"tracks selected for ranking: official / Campaign: Star / range to show: World / sort by: shortest time / Including online times: yes
1. Player no19964 / medals: 588 / Cumulative time: 247:55.67 / location: France / Your difference: + 24:33.89 / click to see all the player results
2. Player no88965 / medals: 588 / Cumulative time: 251:27.30 / location: France / Your difference: + 28:05.55 / click to see all the player results
etc."

4. Provide tools for data analyses. The simplest would be data exporting option. This would allow creating graphs and present graphically differences between players. For example you could then analyse maximum speed at each section between checkpoints. Some TrackManiacs would find it very interesting.

5. Provide the following modes of competition:

A. highest jump
B. longest drift
C. longest jump
D. 24/12/6/4/2/1 hours race with possibility to pause and continue at any time. This could be allowed on any multilap track. The aim of such race would be to make as many laps as possible.

e.g. The result of such multilap race could be:
"Stadium B4 / race period: 2 hrs / result: 68 laps, 4 checkpoints, 657 meters / set on: xx-xx-xxx"

E. Progress mode or Survival mode.
The same tracks can be used as for official campaign from easiest to hardest (from white to black). Player starts from easiest track and advances to the next track only on certain rules. The rules can be various for example: a medal, a time, a number of attempts. There can be 3 levels of difficulty: for example easy, medium and hard.
Easy: you must set the golden medal time (or other time) to advance to the next track and have 3 attempts
Medium: same as easy but only 2 attempts
Hard: same as easy but only 1 try.

In offline mode there should be possibility to pause and continue the progress at any time.

e.g. There is set of 147 tracks;
Rules: advancing by setting golden time; difficulty: easy (if time set within 3 attempts then progress to the next track)

tracks would go as follows:

Stadium A1 - Snow A1 - Coast A1 - Bay A1 - Island A1 - Desert A1 - Rally A1 - Stadium A2 - Snow A2 - etc.

Then create ranking who progressed further and what was his cumulative time.

e.g.
"1. Player no98765 / difficulty: hard / level: 105 / cumulative time: 107:46.33 / unbeaten since xx-xx-xxxx
2. Player no 32767 / difficulty: hard / level: 101 / cumulative time: 100:22.33 / unbeaten since xx-xx-xxxx
etc."

F. Knock out mode.
After each round the last player is transferred to spectator status.
The last man standing wins.

G. 1 vs 1 mode.
Competition starts with a number of players, then 2 players are chosen randomly for 1 vs 1 run. The winner always remains for the next 1 vs 1 run. After a number of consecutive wins another track is played.

H. Team mode.

Teams compete against each other and collect wins.
Create possibility to assign friends to a team.

I. Replays mode.

Make possibility to run on a track with help of set of commands. Choose a track then draw a racing line you wish your car to follow; give commands to your car like turn commands (how strong the turn in %), speed command, brake/backwards command, specify all periods for the commands and their limits. Then watch results how your car behaves. Then you can correct your commands and make the run as perfect as possible. Then players can compete who will make the most perfect replay using these commands.

J. Challenge my best time mode.

Set a good time offline. Then use announcement option. Announced time will be visible to all who access this option as a challenge to choose. All announcements should be visible. Announcement should last a certain time 1/2/6 hrs 1/2/3 days then disappear or if the time is beaten. The announcer should specify what prize awaits for the one who beats his time and he designates a sum of coppers to win. If someone accepts the challenge then has possibility to win that prize. Some details are then reported on the challenge: number of users who took part in the challenge, numer of attempts to beat the time, best time set, replay with best time accessible to download for a certain time.

Create ranking who won most coppers and who attended most challenges.

K. Betting mode.

Set a good time offline then use announcement option to make it visible to users online. You bet that nobody will beat your time. Then players who accept the challenge bet they can beat the time. They have possibility to access replay from that challenge and then decide to bet or not. If they bet and do not beat time after a number of online attempts then they loose some coppers in favour of the person who announced betting. If they bet and win then the announcer looses some coppers. The announcer can set a limit on total number of coppers he agrees to loose as well as the number of coppers he agrees to win then finish competition.

Create ranking who bet most and who won most coppers.

6. Create lottery option.

Each player can put some coppers for lottery and each day someone wins. It can be as simple as choosing 4-digit numbers (depending on total number of game players: 5digit, 6-digit) and the system draws lots. All who match the number share main prize. All who are within a few points from the winning number win 2nd prize, those who are more points from the the winning number get 3rd prize and 4th and maybe 5th prize. if nobody matches the winning number then the main prize goes to the next drawa nd accumulates. The main prize to win should be announced each day.

e.g. The winning number this day as per draw is 92200. There was 1 player matching the number who wins the main prize which depends on number of coppers available in the lottery. Numbers 92190 - 92210 share 2nd prize, numbers 92150-92189 and 92211-92250 share 3rd prize, etc.

That all came to my mind when I was thinking how to improve and make more attractive forthcoming TM2.

best regards to all fans of TM.
tcq
Posts: 2645
Joined: 15 Jun 2010, 11:02

Re: StatisticsMania, Rankings, Game modes, Lottery

Post by tcq »

You got a few nice ideas in it.
Avecezar wrote: 1. Display information for each track:

A. number of players who run and completed the track, set a time on the track; do not include players who have not set any time on the track.

e.g. "233 401 players completed this track"

Implications: we know how popular the track is
I wouldn't say that this implicates how popular a track is. Are you talking about offline(here this would a valid implication) or online races(here you probably had to race the track because it was on the server you were playing on)?
Avecezar wrote:B. number of times the track was played by a player and completed + number of times it was restarted

e.g. "Completed using this profile 34 times: 28 times offline + 6 times online / restarted 87 times / Completed on this computer 146 times: 89 times offline + 57 times online / restarted 347 times"
In case there are more player profiles on the same computer.

Implications: we know how frequently we run the track online and offline and how many times we attempt to run the track.

This gives possibility for creating:
+ ranking of most and least played tracks (include sorting/filtering options)

e.g.
"filter: online+offline / profile: Player no1 / sort by: most played
1. Stadium A1 / played 34 times / best time xx:xx:xx / restarted 87 times
2. Stadium A4 / played 29 times / best time xx:xx:xx / restarted 105 times
etc."
This is a nice statistic, which i would really appreciate.
Avecezar wrote:+ ranking of players who played the track most times; include possibility to find specific player name; iclude possibility to download his best replay for the track utilizing coppers; all or part of coppers spent would go to owner of the replay

e.g
"Find player: [...] / sort by: offline/online
1. Player no235 / played 1320 times: 1250 offline + 70 times online / best time xx:xx:xx / restarted 6348 times /download replay
2. Player no887 / played 985 times: 59 times offline + 926 times online / best time xx:xx:xx / restarted 6541 times / download replay
etc."
This part i really dislike. Noone in the online community has to care about "how long" it took me to drive this awesome replay. They just need to know that i did this nice time. So offline/online statistics yes, but not for the whole community, but for myself.
Avecezar wrote:C. distance covered to set the time in meters.

e.g.
"Longest distance run: 13587 m / with time xx:xx:xx / average speed xxx.xx / set on date: xx-xx-xxxx / / see replay / shortest distance run 13120 m / with time xx:xx:xx / average speed xxx.xx / set on date: xx-xx-xxxx / see replay"

This gives possibility for creating ranking of shortest and longest distance run on the track.

e.g.
"sort by: shortest distance
1. 12899 m / Player no876 / time xx:xx:xx / average speed xxx.xx / set on date: xx-xx-xxxx / see replay
etc."
This reminds me of the Portal missions, where you needed to complete a level with the minimum of steps, which was really fun =)
If this would be in TM, you would have a new mode covered, which i would really like to try out. A world ladder here would be very great =)
Would be awesome if maniascript would give you a few functions for getting the distance (e.g actual distance, distance at a specific cp and driven distance at finish).
Avecezar wrote:D. time spent in the air and on the ground for each replay or any record set: shortest/longest distance etc.

e.g. "air time 5.43 % / ground time 94.57 %"

Create rankings for the above.

E. Maximum speed reached during any race and top speed reached for the track

e.g. "Maximum speed reached for the track: 456 / date set on: xx-xx-xxxx / race time: xx:xx:xx / see replay"

Create rankings for the above with sorting and finding options.

F. top hight over sea level reached during race

e.g. "top height: 145 m / set on date: xx-xx-xxxx / see replay"

G. Display time, distance, air time, top height, top speed, drift lenght for each section between checkpoints

e.g. "start - 1st checkpoint / time: xx:xx:xx / distance xxxx meters / air time: 0% / top speed: xxx / top height: xx meters / drift lenght: 10%
1st checkpoint - 2nd checkpoint / ... etc."

Create Rankings for that with sorting and finding options.

H. total time spent playing the track

e.g. "Time spent playing the track: 2:17:09.20 / first time played xx-xx-xxxx xx:xx hrs / last time played xx-xx-xxxx xx:xx hrs"
Same as to C. We need more get functions in maniascript to create a few nice game modes out of it. But as a statistic it would be great. But remind, the more you put in a statistic, the bigger it will be. (e.g. if you raced over 10.000 maps).
And again, the rankings you are talking in G are the offline rankings on your PC, right?
Avecezar wrote:I. total distance run on the track

e.g. "total distance run: 580 km 478 m"

Ranking of total distances on the track:
e.g. "1. Player no1117876 / total distance run: 25 776 km 799 m / best time: xx:xx.xx
2. Player no4628726 / total distance run: 19 776 km 500 m / best time: xx:xx.xx
etc."

2. Display during replays actual speed, distance, air time, hight over sea level, drift length. In case of stunts display points being collected during run.

3. Create rankings based on cumulative times

Description: all best times of the player set on each track are added. For example there is a campaign containing 147 tracks to race. If you win all medals then you get 588 medals. Other person can have the same number of medals, then cumulative time from all tracks would be extra factor to make difference between players.

The player should then be allowed to create rankings based on his own preference by selecting any tracks from a pool of official and custom tracks he wants to include in the ranking.

All tracks should have predefined time value high enough for the purpose of creating rankings for example 1 hour. Then if someone chose 10 tracks for his ranking and did not set time on any of them then his cumulative time would be 10 hours; if he set time on each track then actual value will be displayed.
Another solution to this could be that rankings will only be allowed with tracks where a time was set. Then a player can choose tracks for his ranking where he actually completed the track and set a time.

e.g.
"tracks selected for ranking: official / Campaign: Star / range to show: World / sort by: shortest time / Including online times: yes
1. Player no19964 / medals: 588 / Cumulative time: 247:55.67 / location: France / Your difference: + 24:33.89 / click to see all the player results
2. Player no88965 / medals: 588 / Cumulative time: 251:27.30 / location: France / Your difference: + 28:05.55 / click to see all the player results
etc."

4. Provide tools for data analyses. The simplest would be data exporting option. This would allow creating graphs and present graphically differences between players. For example you could then analyse maximum speed at each section between checkpoints. Some TrackManiacs would find it very interesting.

5. Provide the following modes of competition:

A. highest jump
B. longest drift
C. longest jump
D. 24/12/6/4/2/1 hours race with possibility to pause and continue at any time. This could be allowed on any multilap track. The aim of such race would be to make as many laps as possible.
To I.3
I think, the ranking on cumulative times would be awesome and would give players an stimulation to get all the medals and drive good times on them. I would then, for example, start to playing the solo mode. But only if this is on the offical map pack for the online ladder.
Furthermore about your selection of choosen tracks. This could be a nice possibility to create a kind of challenges, which you can give out in a pack to friends (didn't tried this, but wasn't this like the challenge creation in TMS?).
Soi like the idea of this, but i'm for a strict division betewwn offical maps and custom maps. BUt this didn't mean that there can't be a ladder for custom maps/challenges (mappack) which can be downloaded by players and then be voted or shown up as most played in a different ranking section.
About I.4
This would be an awesome statistical pleasure, to create a webpage or manialink, which would create such graphical output and i would like to take a look at it =)
Avecezar wrote:
E. Progress mode or Survival mode.
The same tracks can be used as for official campaign from easiest to hardest (from white to black). Player starts from easiest track and advances to the next track only on certain rules. The rules can be various for example: a medal, a time, a number of attempts. There can be 3 levels of difficulty: for example easy, medium and hard.
Easy: you must set the golden medal time (or other time) to advance to the next track and have 3 attempts
Medium: same as easy but only 2 attempts
Hard: same as easy but only 1 try.

In offline mode there should be possibility to pause and continue the progress at any time.

F. Knock out mode.
After each round the last player is transferred to spectator status.
The last man standing wins.

G. 1 vs 1 mode.
Competition starts with a number of players, then 2 players are chosen randomly for 1 vs 1 run. The winner always remains for the next 1 vs 1 run. After a number of consecutive wins another track is played.

H. Team mode.

Teams compete against each other and collect wins.
Create possibility to assign friends to a team.
As far as i understand, it should be possible to create this kind of modes directly with mania script.
Avecezar wrote:I. Replays mode.

Make possibility to run on a track with help of set of commands. Choose a track then draw a racing line you wish your car to follow; give commands to your car like turn commands (how strong the turn in %), speed command, brake/backwards command, specify all periods for the commands and their limits. Then watch results how your car behaves. Then you can correct your commands and make the run as perfect as possible. Then players can compete who will make the most perfect replay using these commands.
Uff, this sound to aweseome to really be true. If this mode would be possible, awesome =)

Avecezar wrote:J. Challenge my best time mode.

Set a good time offline. Then use announcement option. Announced time will be visible to all who access this option as a challenge to choose. All announcements should be visible. Announcement should last a certain time 1/2/6 hrs 1/2/3 days then disappear or if the time is beaten. The announcer should specify what prize awaits for the one who beats his time and he designates a sum of coppers to win. If someone accepts the challenge then has possibility to win that prize. Some details are then reported on the challenge: number of users who took part in the challenge, numer of attempts to beat the time, best time set, replay with best time accessible to download for a certain time.

Create ranking who won most coppers and who attended most challenges.

K. Betting mode.

Set a good time offline then use announcement option to make it visible to users online. You bet that nobody will beat your time. Then players who accept the challenge bet they can beat the time. They have possibility to access replay from that challenge and then decide to bet or not. If they bet and do not beat time after a number of online attempts then they loose some coppers in favour of the person who announced betting. If they bet and win then the announcer looses some coppers. The announcer can set a limit on total number of coppers he agrees to loose as well as the number of coppers he agrees to win then finish competition.

Create ranking who bet most and who won most coppers.

6. Create lottery option.

Each player can put some coppers for lottery and each day someone wins. It can be as simple as choosing 4-digit numbers (depending on total number of game players: 5digit, 6-digit) and the system draws lots. All who match the number share main prize. All who are within a few points from the winning number win 2nd prize, those who are more points from the the winning number get 3rd prize and 4th and maybe 5th prize. if nobody matches the winning number then the main prize goes to the next drawa nd accumulates. The main prize to win should be announced each day.
Not my kind of stuff, but 6. should be able to be done by maniascript i think (even if we don't know what mania script can do :D ).
Avecezar
Posts: 2
Joined: 04 Nov 2010, 23:13

Re: StatisticsMania, Rankings, Game modes, Lottery

Post by Avecezar »

tcq wrote:
I wouldn't say that this implicates how popular a track is. Are you talking about offline(here this would a valid implication) or online races(here you probably had to race the track because it was on the server you were playing on)?
Online tracks popularity could be monitored separately. On many servers you can give grades to tracks and if a track is not liked then it disappears from server, so you have influence on presence of tracks on servers. I agree that you are forced to play tracks placed on servers but this is like watching TV you can always choose another channel.
tcq wrote:
Avecezar wrote: G. Display time, distance, air time, top height, top speed, drift lenght for each section between checkpoints

e.g. "start - 1st checkpoint / time: xx:xx:xx / distance xxxx meters / air time: 0% / top speed: xxx / top height: xx meters / drift lenght: 10%
1st checkpoint - 2nd checkpoint / ... etc."

Create Rankings for that with sorting and finding options.
And again, the rankings you are talking in G are the offline rankings on your PC, right?
In that ranking you should be able to compare each section against other players who set their results offline on the same tracks. But I don't exclude possibility to get same info in online races. In each instance only best times should be considered hence it would reduce amount of data to be stored. Furthermore I realise it's more complicated because each time you will set different times in each section so amount of data stored would be big. In many cases a track with 8 checkpoints would generate 8 different best times: each section would have its best time. But it doesn't exhaust all possibilities; you should be able to choose multiple sections for ranking
e.g. compare sections 1 vs 1 or 2 vs 2 and so on
compare sections 1+2+3 vs 1+2+3 or 4+7 vs 4+7 etc.

All this would be possible if enough statistics were stored.
metoxys
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Re: StatisticsMania, Rankings, Game modes, Lottery

Post by metoxys »

@all posts: tl;dr

@topic:
I'd rather call it ManiaStats 8-)
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eie
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Re: StatisticsMania, Rankings, Game modes, Lottery

Post by eie »

yes could anyone make a tl;dr version of this post? because my eyes would bleed if I read this...
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tcq
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Re: StatisticsMania, Rankings, Game modes, Lottery

Post by tcq »

Then just read the simply the main points of the post, which are numbered. If you aren't able to do this, then don't spam this thread.
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Trackmaniack
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Re: StatisticsMania, Rankings, Game modes, Lottery

Post by Trackmaniack »

THANK you tcq. If you can't even read the points, GTFO. Anyhow, great post, quite a list you have here! I would be totally in favor of this being implemented somehow. :)
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Re: StatisticsMania, Rankings, Game modes, Lottery

Post by Romain42 »

Avecezar wrote:1. Display information for each track:

A. number of players who run and completed the track, set a time on the track; do not include players who have not set any time on the track.
B. number of times the track was played by a player and completed + number of times it was restarted
C. distance covered to set the time in meters.
D. time spent in the air and on the ground for each replay or any record set: shortest/longest distance etc.
E. Maximum speed reached during any race and top speed reached for the track
F. top hight over sea level reached during race
G. Display time, distance, air time, top height, top speed, drift lenght for each section between checkpoints
H. total time spent playing the track
I. total distance run on the track

2. Display during replays actual speed, distance, air time, hight over sea level, drift length. In case of stunts display points being collected during run.

3. Create rankings based on cumulative times

4. Provide tools for data analyses. The simplest would be data exporting option. This would allow creating graphs and present graphically differences between players. For example you could then analyse maximum speed at each section between checkpoints. Some TrackManiacs would find it very interesting.

5. Provide the following modes of competition:

A. highest jump
B. longest drift
C. longest jump
D. 24/12/6/4/2/1 hours race with possibility to pause and continue at any time. This could be allowed on any multilap track. The aim of such race would be to make as many laps as possible.
E. Progress mode or Survival mode.
F. Knock out mode.
G. 1 vs 1 mode.
H. Team mode.
I. Replays mode.
J. Challenge my best time mode.
K. Betting mode.

6. Create lottery option.
I made a shortened version for lazy readers. :mrgreen:

1. The first point is a lot of statistics. I believe statistics are useful if somebody is interested in treating them in order to extract relevant and useful information. In this case, i doubt most of the players will have a use of it, but who knows? Another thing that could have its importance : all this data may take place in the hard disk of the player, or in Nadeo's servers. I don't know how heavy it is to be, but it has probably to be taken into account.

2. For the second points, i think it should be an option that the user can enable/disable. For instance, if you want to shoot a replay in order to make an artistic video, you may not want all these data on the screen. ^^

4. And then, why not a telemetry like in some formula one games? :mrgreen: I really love such features when you have to establish car settings. But in TM, you drive the car like it is. I think it has less use.

5. Lots of very good ideas there, of which some has already been developed by the community.

D : it could be also on online mode in wich players make teams and relay one another. There could be a map change at each relay (like in the 24h of TMU by TEP team) or not. It would be very awesome to have such feature implemented: the TEP's 24h suffers to not have a script, in my opinion. In any case, if it is implemented online, the disconnexions will be a serious issue. When a player is disconnected, the system has to manage that and let his teammate continue the race from the last cp crossed, for instance.

E : TMS has a game mode that approached what you describe. Unfortunately, i forgotten the name... But it was the ultimate offline experience in TM.

F : It already exists. Look at the KTLC mode in fast or the KnockOut competition by TMX. The main difference is that the first doesn't change the map at each round (= each elimination), the second does. Of course, it could be good to have it implemented by Nadeo for all.

G : Could be funny! But the system has to show only one opponent among all, otherwise the player doesn't find the car he has to beat.

H : Look at the 'TeamRounds' mode by des Bois teams: it seems very much. They have also developped the 'relay race' mode that is even more awesome imo. They also made a funny 'Betrounds'. Of course, it could be good to have it implemented by Nadeo for all.

In all your suggestions, the games modes are those i like the most. They are those who bring the most diversity and lifetime to the game imo. I really support new modes to be added in TM2.
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