Collision Detection for TM2

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tmmaniac
Posts: 3
Joined: 19 Jul 2011, 22:54

Re: Collision Detection for TM2

Post by tmmaniac »

why is it the REAL DEAL when TM includes collision detection?
Because there is no other game out there which has both - collisions AND weird Loopings, Jumps ans stuff. This would be really unique in this combination. This might be the reason why I'm not playing GRID or similar games. Oh and btw, it's an arcade game, I dont give a sh*t about realistics and physics and whether F1 cars would get wrecked when they jump thousand yards or more.. :)

I think all of your arguments against Collision detection will fail, if Collision detection is an optional feature. Because ppl can freely join servers with CT enabled but they don't have to. They'd know what they have to expect when they join a collision detection enabled server/races. Nobody will be forced to drive races where it's possible that a "noob" is kicking you out of the track on the last curves.. but the ones who want this adrenaline kick would be able to have this fun!
tcq
Posts: 2645
Joined: 15 Jun 2010, 11:02

Re: Collision Detection for TM2

Post by tcq »

tmmaniac wrote: Oh and btw, it's an arcade game, I dont give a sh*t about realistics and physics and whether F1 cars would get wrecked when they jump thousand yards or more.. :)
Then don't come with a RL example,like the F1 one.
And it's exactly the part Jer27 is describing, additional to my explanation, which make collisions unusable in TM.
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Trackmaniack
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Joined: 16 Jun 2010, 16:16
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Re: Collision Detection for TM2

Post by Trackmaniack »

Collisions aren't unusable in TM, nor are they even unusable in the current SYSTEM of TM. -Especially- with the new, wider tracks we're seeing in TM2. It's simply that the gameplay, up 'til this point, hasn't had it. It's good both ways. With collisions and without. Which is why it would be nice to add a separate game mode (it really wouldn't work as an -option-, per se) with collision detection ON. It would be the inverse of a ghost race found in so many video games.
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Romain42
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Re: Collision Detection for TM2

Post by Romain42 »

I have nothing against an optional collisions feature, as long as it remains optional.

But i don't really know if we'll get fun from it.

I believe you need an experienced community on the server, if you want a fair race with collisions. For sure, this will end in more private racing on password-protected servers, because if you want to have fun with fair competitors, you can't take the risk to let a noob join the race and destroy everybody. Which could lead to more self-segregation of experienced players communities...

Public servers that enable collisions may quickly become bumper-cars games, which has nothing to do with the original spirit of TM. I also wonder if server admins will be able to check maps that are compatible with this feature. As said TCQ, if you've a jumpy fullspeed part, you may meet crashed cars that stands on your line and destroy any hope to finish the track, until those players leave the game or are kicked.

Also, collisions are easier to manage when the cars are slow. For instance, i was very much less anoyed by bumper-car aspect in Race On than in F1 2010, because cars are very slower in Race On. The faster the cars are, the more you're willing to crash in an oppononent and ruin both your races, even if it's not intentional. We should also be aware that collisions can hardly manage poor connexions. In such cases, we face often bugs that shoot us offroad.

Talking also about the spirit of TM... I believe a huge principle of TM is that the game let every player drive the optimal race he is able to drive. If you include collisions, your race depends also on other players behaviour.

To conclude, i'll not cry if Nadeo implements it but i'm not really interested in such a feature. I would prefer other features i like more to be implemented.
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Ls777
Posts: 62
Joined: 07 Apr 2011, 23:51

Re: Collision Detection for TM2

Post by Ls777 »

I just want collision detection if I want to race 1 v 1 vs my buddy. as an OPTION, not mandatory
that is all
Zevron
Posts: 5
Joined: 16 Aug 2011, 23:59

Re: Collision Detection for TM2

Post by Zevron »

The reason collision detection wouldn't work is that the game is not built for lag compensation. At the rate these cars move in the game your buddy might be 100ft from where your copy of the game THINKS he is.
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fabian26
Posts: 82
Joined: 15 Jul 2010, 21:28
Location: Berlin, Germany

Re: Collision Detection for TM2

Post by fabian26 »

This idea is good and this idea would bring definitely more player to buy the game. ;) May be are collisions creatable with ManiaScript. :D I have an idea how the cars would start from checkpoint or the start line. ;)
It's like in other racing games, you can always reset a car when it has stuck in something. Well when you pressed the button to reset, the enemy cars are for some seconds able to drive trough the reseted car. ;)
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fabian26
Posts: 82
Joined: 15 Jul 2010, 21:28
Location: Berlin, Germany

Re: Collision Detection for TM2

Post by fabian26 »

This idea is good and this idea would bring definitely more player to buy the game. ;) May be are collisions creatable with ManiaScript. :D I have an idea how the cars would start from checkpoint or the start line. ;)
It's like in other racing games, you can always reset a car when it has stuck in something. Well when you pressed the button to reset, the enemy cars are for some seconds able to drive trough the reseted car. ;)
Image
... check out my new map!
Aterneous
Posts: 2
Joined: 17 Aug 2011, 13:56

Re: Collision Detection for TM2

Post by Aterneous »

Its an interesting idea, and I think I would enjoy the collision aspect of tm but when you're supposed to be having 200 odd people on a server at once, not only are there going to be soooooo many crashes and therefore pileups, which would have to be remedied by a ghost mode almost upon any impact to stop ruining every players race and would stop the collision mode anyway, but as people have said, the lag for one would struggle if you had more than even 20ms

bottom line, good idea but I think this isn't the game for it, perhaps a different game mode, where you've got to stop the opponent from finishing, 1v1 sorta thing like some people have said could be good but not on the public fun servers
isamu
Posts: 269
Joined: 15 Jul 2010, 08:26

Re: Collision Detection for TM2

Post by isamu »

Aterneous wrote:Its an interesting idea, and I think I would enjoy the collision aspect of tm but when you're supposed to be having 200 odd people on a server at once, not only are there going to be soooooo many crashes and therefore pileups, which would have to be remedied by a ghost mode almost upon any impact to stop ruining every players race and would stop the collision mode anyway, but as people have said, the lag for one would struggle if you had more than even 20ms

bottom line, good idea but I think this isn't the game for it, perhaps a different game mode, where you've got to stop the opponent from finishing, 1v1 sorta thing like some people have said could be good but not on the public fun servers
lag is not too much of an issue if they make a special mode that limits the server to like 8 cars or so. Then we can normal races and as long as there are no dickheads in the room and everyone drives fair, it would make for an awesome fun time and a good alternative to the time attack modes.
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