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- Current STK weights-list issues.
- 1)The weight-list is not fine-grained enough for moderate to high number of karts (say >=11, but it's more acute the higher the number).
- There are 5 position categories with each its own weight. 2 are first and last, so there are 3 classes for all the other karts.
- One core goal of the items is to help to catch up. That means that being a few places behind should give better items. With 14 karts, you can be 3 karts behind and get the same items ; with 20 karts you can be 5 karts behind and get the same items.
- That also mean that if there are important differences between what each category give, one place of difference in a 15/20 kart race may have a strong influence on the outcome.
- Proposed fix : creating a new position category. Each new position category requires additionnal code in powerup.xml ; so there shouldn't be too much. Still, before implementing, it's probably worth to discuss if one more or two more is better.
- 2)The dynamics of the game vary depending of the total of karts.
- In a 4-karts race, destroying an opponent is very useful, in a 20-karts race you'll destroy him and get destroyed by the next, globally hindering all the karts in the pack, and you'll prefer more personal bonuses.
- In a 20-karts race, the "pack" is stretched on a way longer length once the chaos of the start has settled down. The bonus which allows to gain 1 second will be less useful here than in a 4-karts race.
- One does not need to take such extreme example however to have a noticable difference - 8-karts and 12-karts races already differ noticably.
- Some items have a different impact depending of the number of karts : parachute, basket ball and until the "pack" is stretched, the cake and swatter, and the bubble-gum in defense value.
- It's clear that while the game remains playable, a "one weight-list to fit them all" approach is limited and doesn't offer the best experience.
- Proposed fix : creating a few categories, each covering a range of kart number. A 5-kart race and a 7-kart race ; and a 17-kart race and a 20-kart race ; are close enough so that a common weight works for both.
- An alternate solution would be to use a formula outputing weights depending of the total number of kart. That would allow to smooth differences between categories, but keeping it tweekable/straightforward seems difficult.
- 3)The weights in powerup.xml are confusing. They are added to make a total, and then the share of the total they make is evaluated. But you can't at the first glance get a sense of what is going on, because the totals vary for the different weights and these totals aren't even multiple of 100. The global item modifiers adds more confusion.
- Proposed fix : make all the items weights sum up to 100 for easy maintenance and custom changes. If 2 is fixed adding categories of weight for kart numbers ; the global_item modifier may be removed (or adapted).
- 4)Follow the leader shares the same weight-list as normal races. It could benefit from a custom one. Are basket balls truly desired ? Shouldn't the leader get some zipper to make it harder to follow him ? Shouldn't the leader have no offensive weapon and be "neutral" ?
- Proposed fix : custom weight-list for FTL. The number of karts decrease during a FTL race ; tying item weights to the starting number wouldn't make much sense.
- 5)Current weights are not balanced to make the items help to catch-up ; this being more important for each kart added - it's decent at 6, bad at 12 and very bad at 20.
- Reducing offensive weapons and increasing zipper would be useful, though other small rebalancing may also help.
- Proposed fix : Fixing 2 would mean creating new weights-lists. Taking this issue into account while doing so, fixing 2 would fix 5.
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