Open supertuxkart-sourceforge-migration opened 10 years ago
Author: auria I designed the race against Nolok before the AI was made easier. maybe we can just add a switch to remove the "make the ai dumber" code when it's nolok ;)
Author: auria I made it a bit harder in latest SVN. However to make it a really though battle, the AI will need to stop falling in to lava :(
Author: rubberduck7 another idea: nolok can drive before ready-set-go begins and uses some zippers directly at the beginning to get faster
and if ypu get closer to him, he also uses zippers
Author: magned Postponed till 0.8.2.
Now that we have ghost replays, perhaps we should record some for use in this race? We'd need one per difficulty, and while it would most likely make it more difficult I'm not sure if it would make sense to suddenly play against a ghost kart when someone expects to meet Nolok in person to beat him.
So it would make the final race more difficult and predictable but on the other hand the story logic is not really there. But then again the story is pretty nonsensical anyway.
Possibly a bit late to do this now if the 0.9.3 release is imminent, if we decide to do it at all that is.
The most obvious flaw here is that the final challenge is not epic. Technically, it's a SINGLE and NORMAL race against ONE kart with only THREE laps. It's over before it even really started, and it does not stand out from the rest. It's just a race challenge like any other race challenge in Story Mode.
I'm not saying you should introduce something completely unique, maybe this can be fixed with conventional methods.
Unfortunately, it's really hard to come up with something better which doesn't require massive changes and efforts. You can't have a battle mode at fort magma, there is not much sense in having another competitor than Nolok (there is no Nolok minion character afaik), increasing the number of laps won't increase difficulty, you can't chain two different challenge types into one (like having to beat a ghost and then the normal kart)...
And the track itself is one of the worse in the game now.
Just having to beat a ghost would be harder, because we could tune the ghost to be quite hard, but this would make it worse for the story perception (even if it's not a major point).
It's good to think and try to come up with a great idea for the future, but I don't expect any notable change for the next version at least.
@Alayan-stk-2 setBoostedAI(true)
?
I think the main problem is that the AI falls off the road too easily, maybe some driveline tweaks could help here.
Author: hikerstk
The final nolok battle is too easy. Some suggestions from irc: (10:58:02) hiker: Perhaps race against 3 noloks, but only one of them is the real one. And you would have to hit the real one at least once with an item (10:58:16) hiker: The AI could actually then cooperate ;) (10:58:28) Arthur_D: sounds a bit confusing tho' (10:58:28) hiker: Two AIs only to block you, one to win the race :) (10:59:35) Arthur_D: what if Nolok resets you on collisions in that race? So you actually have to get past him by other means (11:02:16) Arthur_D: would be cool to have some cool effect... maybe lightning or so when bumping into him and getting reset (11:02:36) Arthur_D: would also be more intuitive than just getting reset (11:03:11) hiker: Or an extra-long hammer (11:03:49) hiker: or just race against a pre-recorded nolok ghost 11:04:39) Arthur_D: "The real Nolok is in another castle!" (11:05:59) Arthur_D: right (11:06:13) Arthur_D: so I was thinking (11:07:07) Arthur_D: the race can be a ghost race, and then the final battle to get the key to Gnu's prison will be against the real Nolok in battle mode (needs that pesky AI though)
Migrated-From: https://sourceforge.net/apps/trac/supertuxkart/ticket/863