Ring Racers Suggestions

From what I seen so far, it seems that while EXP does determine GP standings, it still seems like the winner of each race is determined entirely by finishing order. If they were to fully commit to this new scoring system, EXP should also be used to determine the winner of individual races.

Other stuff I would like to see or have thought of:
1. Bonus points/EXP for having the fastest lap times. (This has been seen in other racing games, including Street Racer (released in 1994), the Total Racing mode in Rollcage Stage II (released in 2000), and even Madagascar Kart (released in 2009))
2. Getting hit at maximum Ring Debt, or falling off the map/getting crushed when at least 75% into Ring Debt should eliminate you from the race entirely and nullify your score. This will also apply to your opponents.
3. Some tracks have Motobugs or other enemies acting as moving hazards. I thought that it would be cool if on-track enemies (i.e.: those Motobugs acting as hazards) could be destroyed using items, and doing so would give you a speed boost equivalent in power to that of a level 2 drift boost.
 
1. Bonus points/EXP for having the fastest lap times.
Disagree, as with those massively powerful items (for running at the back), everyone can get the fastest lap, so there is no skill involved. Looking at this from the perspective of a skill based based game.

2. Getting hit at maximum Ring Debt, or falling off the map/getting crushed when at least 75% into Ring Debt should eliminate you from the race entirely and nullify your score.
Yes, the stakes aren't high enough here. Remember F-Zero, one hit when being out of energy and Boom! Risking too much should be punished as well, a fatal explosion at ring debt of maybe 20 or more, though getting hit by an S.P.B. should be less costly then.
 
Though, in 2.4 RC5 the final EXP handout is tripled, so your final placement does matter a bit more.
While finishing the race does matter, it seems that final placement still does not actually matter. The best way to notice this is to intentionally place low until entering the final lap, then place high at the finish (or vice versa for the opposite while still finishing the race).

I had noticed this when the final EXP amounts at the end of the race were different than expected (e.g. finishing 1st in a race with 9 checkpoints in total may result in as low as 22 EXP being awarded for the final checkpoint (depending on the EXP earned during the race) when it should be 50 EXP).
 
2. Getting hit at maximum Ring Debt, or falling off the map/getting crushed when at least 75% into Ring Debt should eliminate you from the race entirely and nullify your score. This will also apply to your opponents.
Frankly pretty awful idea that would accomplish nothing other than making things hard for the sake of being hard. Any reason to put yourself at -20 rings (e.g. bail/burst) would be outweighed by the risk of Dying In Real Life.
 
I personally think being at -20 rings is risky enough for its own reasons, it doesn't need to lead to Swift and Immediate Death (TM). Especially since this is a game where you can be combo'd into serious ring loss.
 
WRT 2.4 RC6: the tutorial should explain that most tripwires have collision above the visual texture because that behaviour is incredibly unintuitive and looks like a bug unless you know it's intentional
 
2.4:
-Please include an option to toggle the race timer on and off in Race etc.
-Adding courses to the queue in an offline Race session via Change Map does not work.
-There is a bad checkpoint in Gravtech Dimension. I got the "press button to respawn" message.
 
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Tallies should always be re-evaluated so that the correct data always shows up in intermission and even the podium screen. This is due to three things:
  1. Any level that is skipped in Online gives out grades to every player which is seen in intermission.
  2. Skipping Prison rounds in Grand Prix records a grade for that round which is seen in the podium screen.
  3. v2.4 now allows the user to use a Lua script to change the EXP value of a player which affects Race grading.

#3 brings this major issue: Changing EXP after finishing causes the new value to be reflected in Grand Prix scoring and cup grading, but the old value is still used for the "got through round" intermission display and the per-round details in the podium screen, which I call as completely unacceptable if the two EXP values differ greatly, since that would cause inaccuracies in evaluating a player's performance.
EDIT: Every checkpoint in every race was actually finished in first place; the position bug (behind despite being on a later lap; losing because the opponent got eliminated first) still exists in v2.4.
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Also, it makes zero sense for score to not affect grade in score-based game types where the point limit setting has no effect. If score is the most important, it seems totally unacceptable for EXP to be the only factor in custom race game types that determine results based on score - there may be cases where low EXP players still achieve a high score in such rounds.
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How about a way to use the same PK3/WAD to add alternate skins for a racer? Not necessarily just to allow players to access them normally, but also as a character specific transformation for LUA scripting? The S_SKIN could make a change to prefcolor, allowing accept either a list or a single value and if you want a skin locked for LUA use, have the S_SKIN block that skin's ID as long as its not the default skin.

This is more my personal take on the idea.
 
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How about a way to use the same PK3/WAD to add alternate skins for a racer? Not necessarily just to allow players to access them normally, but also as a character specific transformation for LUA scripting? The S_SKIN could make a change to prefcolor, allowing accept either a list or a single value and if you want a skin locked for LUA use, have the S_SKIN block that skin's ID as long as its not the default skin.
If you want it to be a selectable skin, you can just make it a separate character with the same stats so it occupies the same slot.
And as evidenced by Super Sonic in the Combi-Rings Lock-on pack, it's already possible to change a character's appearance mid-race.
 
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If you want it to be a selectable skin, you can just make it a separate character with the same stats so it occupies the same slot.
I think there are also already various methods to make a character’s appearance change mid-race via LUA. Nothing plug-and-play, but still possible.
I know, and I've seen a few. What bothers me is the fact the game will not see the skin as an already existing character unless there's a way to tell the game that through LUA? I know the Shadow on Dark Rider wad allows the CPU Shadow to take a palette that makes it a Shadow Android instead regardless of which Shadow skin the player uses. What I want to know is can you tell the game to not pick a skin if the player or an already existing CPU player is using the other during the start of the match and after each round? This is where my suggestion stemmed from. It won't pick a skin from the same character if the skin is the same character.
 
I think it would be cool if Dr. Robotnik's Ring Racers had a safe steering ability like Mario Kart 8 Deluxe that prevents you from driving off the road. This could be an accessibility feature or it could help newer players practice. It would also be nice on certain maps where you just go too fast to stay on the track and fly into the abyss.
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Flipcam. This is basic accessibility stuff, and it's baffling it's not here already when the game literally has an accessibility menu.
SRB2 has this feature and it would be very nice if D.R.R.R could have it. I agree that this is a good feature to add to accessibility.
 
Disagree, as with those massively powerful items (for running at the back), everyone can get the fastest lap, so there is no skill involved. Looking at this from the perspective of a skill based game.
I know this is a late reply, but by "having the fastest lap times," I meant having the fastest lap time relative to your opponents in that race.

Other stuff:
1. With MODINFO being a thing now, this could potentially open the door to more drastic changes that could render new mods completely incompatible with old versions of Ring Racers, or vice versa. Personally, I'm not a big fan of infinite height tripwires (how are players even getting into the air at some spots near tripwires?), but I was able to think of some additions that could better justify them on certain maps, those being boat and plane transformations and Mario Kart World's wall riding and rail grinding mechanics.
2. Another thing I'm not a fan of in 2.4 is the whole "no items before the first checkpoint" mechanic, which can lead to certain maps having itemless first laps, plus it just seems wrong to be denied items in a spot where there should be item boxes. My idea for this could be removing item boxes (barring some solitary item boxes in out of the way places located after the first checkpoint) from race maps entirely in favour of giving items at checkpoints instead, which could also help reduce the influence of powerful items and make ring management, strategic item use, and potentially utilisation of my proposed "carkour" mechanics more important.
 
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IMO Class G is at a disadvantage in 2.4. A lot of their speed relies on interacing with other players, namely amps and tether. This means they often struggle in duels or generally any situation where there aren't many other players nearby for them to interact with. Part of Class G's strengths in prior versions were drift boosts providing strong and reliable speed, allowing them to rival other classes that naturally move faster. This isn't as much of an advantage anymore, since every class now has access to on-demand speed in the form of amps, in addition to checkpoints handing out ring payouts and various item changes. I think a buff to drift spark rate and drift boost would be in order, to allow them to play to their strengths and have a fighting chance in low playercounts.
 
I don't understand the point of the Ring Bonus mechanic. Specifically I don't understand what it is supposed to teach a player. There is never any situation where it is beneficial to hoard rings past the finish line outside of the contrived scenario in Grand Prix where you get points for doing so. It punishes players for engaging with the game and making risky plays, and rewards safer, more boring plays by providing additional points to make up for EXP lost by settling for a lower position.

If the intent is to reward players for not losing resources then it should give points based on how many rings a player lost vs how many they picked up that round, or a bonus that increases if they didn't take damage à la Sonic Mania's "cool bonus".
 
I don't understand the point of the Ring Bonus mechanic. Specifically I don't understand what it is supposed to teach a player. There is never any situation where it is beneficial to hoard rings past the finish line outside of the contrived scenario in Grand Prix where you get points for doing so. It punishes players for engaging with the game and making risky plays, and rewards safer, more boring plays by providing additional points to make up for EXP lost by settling for a lower position.
Outside of Grand Prix, Ring Bonus is not displayed nor is part of the grading and does not matter at all. This also applies to offline Match Race mode. On the other hand, it is actually needed to qualify for a Special Stage (unless a Special Stage was earned previously) and get an S Rank in a cup.
Grand Prix:
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Other modes (Match Race, Online, etc.):
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This might be a bit of a small-scale suggestion but I actually think it would be quite helpful. There are a quite a few tripwire shortcuts in both the vanilla game and in addon tracks that close themselves off on the last lap via ACS. I think there should be a distinct base-game texture for tripwires that will do this. I suppose this texture could even handle the behavior itself, which would be helpful on its own for map, but the real reason I want it is so, as a racer, it's possible to tell in advance when this is going to happen. A base-game texture for this would allow for a consistent indicator that could then be used for modded tracks rather than them having to independently use their own signifiers for it.
 
Re-add the WANTED poster from SRB2Kart into battle, replacing the emerald coaster or whatever its called. It now shows folks who get the TARGET mark on them; however, if someone is close to getting all 7 emeralds, it will prioritize and show that person instead.
 
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