Pickup weight changes
Posted: Sat Feb 24, 2018 1:23 pm
As of now, the item generation is somehow position based. Specifically, 1st place has a higher chance of getting some specific items (single firework, zap, oil) and last place has a higher chance of getting some other specific items (shockwave, ball, battery). The rest of the group have the same chance of getting the same item. This leads to some balancing issues in multiplayer races, so I have 2 ideas:
1. Re-balance the whole system in a mario kart style, where the you get items based on the position you are the moment you touch the pickup (high chance of battery in last, lower chance of battery in first, ect... ect...).
Pro: This would lead to a more strategic item play and would allow for team races to be played a bit more consistently, also would allow for better "item smuggling" (stay in lower position when getting a pick to get a battery).
Con: The game would reward people staying low until last lap ready to use their batteries and globals if any (yes, this is situational, but the general case would be as described).
2. Make everything random, so that everybody gets the same chance for every item.
Pro: This would be the most fair solution for everyone. Also, it's the solution that requires the least amount of work, and probably the solution that many would like (or thought it was since the beginning).
Con: There would be no "item smuggling", effectively removing part of the strategy.
There could also be a third option, where we make both the first and the second option available via in game option (or inf file modification, like the AI catchup thing). The community is pretty much split on this I believe, and this would be the best option (the hardest one as well) that would make everyone happy.
1. Re-balance the whole system in a mario kart style, where the you get items based on the position you are the moment you touch the pickup (high chance of battery in last, lower chance of battery in first, ect... ect...).
Pro: This would lead to a more strategic item play and would allow for team races to be played a bit more consistently, also would allow for better "item smuggling" (stay in lower position when getting a pick to get a battery).
Con: The game would reward people staying low until last lap ready to use their batteries and globals if any (yes, this is situational, but the general case would be as described).
2. Make everything random, so that everybody gets the same chance for every item.
Pro: This would be the most fair solution for everyone. Also, it's the solution that requires the least amount of work, and probably the solution that many would like (or thought it was since the beginning).
Con: There would be no "item smuggling", effectively removing part of the strategy.
There could also be a third option, where we make both the first and the second option available via in game option (or inf file modification, like the AI catchup thing). The community is pretty much split on this I believe, and this would be the best option (the hardest one as well) that would make everyone happy.