Milo Thatch
Guys I thought of a new idea, to explore… guys?
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- MarioWiki
- The Shadow Prince
I think you should get the option to change to the visual style of each of the previous games in future games.
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J-Yoshi64 said:Two words: Shop Mode.
Finally putting use to the Coin system. Its very similar to Mario Party 8s Fun Bazaar, in that you choose a character to go into the shopping area. You can buy vehicle parts, alternate costumes, new cups (not including the standard eight), battle courses, and more!
Mario Kart 7 / 8 already did this to a degree, where you can have only Mushrooms, only Shells, (but that abominable cow turd coin is still there in Mario Kart 8 ) but I think having a super-customizable item switch otherwise isn't really a good idea which is why the developers limited it to just a few items-only. Even in those matches, you can technically stun lock a character by item-box camping; we've done this to Wario in Bob-ombs only in Mario Kart 7 (and unlike Shells only, Wario doesn't get Red Shells to screw us over when we're catching up), and he managed to get lapped TWICE by 1st place and we ended up 2-5th if not 1st lol.Walkazo said:It'd be cool if you could turn items on/off like in SSB, so you get rid of irritating ones, have Mushroom/Shell/Spiny-only races, etc. Having a wider range of items (recycling from past games) would be cool too, and give you more to choose from when customizing your experience, allow you to replicate retro games' item rosters, etc.
Mario Kart's gameplay is much more reliant on RNG than Super Smash Bros.. due to the item box's nature. You don't know for sure which item you'll be getting whereas in Smash Bros. if more than one item is on; while item drops are also random in Super Smash Bros., you can see what items are there and ignore them or go after them. Mario Kart is much more heavily dependent on items for success than Smash Bros. as well. I don't think a Stars or Bullet Bill-only match will get you very far.Walkazo said:It's hella fun in SSB, so I don't see why it'd be a bad idea for Mario Kart - especially in small tracks where the chaos can pile up, like Baby Park. Like, a Spiny Shell only race with your pals (like, a VS mode where only human players are involved, MK:DD style) would be a hoot - as long as you're not taking things seriously.
Yes, yes, YES! I have no idea why Mirror Mode is strictly 150cc in the Mario Kart games.Pi said:Incorporate 200cc into every game and design a 250cc difficulty level. Furthermore, have it so that the engine class for mirror isn't a fixed 150cc, but instead make it customisable so the player can select the engine class whilst playing mirror mode.
Actually, when your VR rise over a certain point (around 6000-7000 points), you're automatically put into 150cc class without having to start custom worldwide races.Pi said:Oh, and there needs to be more options available for online play. I hate the online play since it's played in 100cc and as such super slow. If someone wants to play online on a different engine class, that person has to play in certain communities that aren't guaranteed to be populated by players all of the time. This would be easily fixable by allowing players to easily switch between engine classes. Players also should not need to exit the lobby just to change a setting like this.
So you're telling me I have to endure boring gameplay just to be able to access the good stuff in an entirely multiplayer oriented environment? Not good at all. And what if I have a couple of friends over who aren't as good at the game but still want to race online? There are tonnes of cases that I can think of that don't fit too well with that mindset. More customisability is always good in this case.Mister Wu said:Actually, when your VR rise over a certain point (around 6000-7000 points), you're automatically put into 150cc class without having to start custom worldwide races.
I can see why lobbies have fixed engine classes, probably not all players would like to switch engine classes, I think it would make more sense to be able to change your character and vehicle combination on the fly without leaving the lobby.
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That's not what I meant. The approach I want to see is it should put the individual before the group. If you change engine class, you get dropped out of the current race group and are subsequently relocated into a group that plays on the selected engine class. This works wonders for everybody: those who want to remain in the engine class get to do so, whilst the others get to move into another engine class.Mister Wu said:I meant switch engine class on the fly without all the lobby players' consent. Making a vote system would probably work, and to be clear I am all in for more customization options in worldwide races, although bear in mind that friends' lobbies have many more customization options along with voice chat, to the point that you can even choose the track among all the tracks and not just 3 randomly selected tracks.
MnSG said:The game physics should probably be more consistent with each engine class. Of course, it is quite shocking how the 200cc is 1.5x faster than the 150cc, while the 50cc is 80% fast, and the 100cc is 90% fast.
Now, in regards to off-road, since Mario Kart 8 only has heavy off-road, you could never hold your drift on off-road terrain, even with the highest traction combos. Sometimes, I feel like off-road should be split into light, medium, and heavy again. I also have a speed multiplier setup for off-road terrain, which relies on how high your combo's traction stat is.
Light Off-Road
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Medium Off-Road
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Heavy Off-Road
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What kind of off-road terrain that you'll find would be dependent on the track, and I can give some examples with some retro track inputs.
3DS Daisy Hills
Grass = Medium Off-Road
SNES Choco Island 1
Mud = Light Off-Road
Dark Ground = Heavy Off-Road
Wii U Thwomp Ruins
Grass = Medium Off-Road
Wii Toad's Factory
Mud = Heavy Off-Road
GBA Snow Land
Ice = Light Off-Road
Snow = Medium Off-Road
3DS Wario Shipyard
Mud = Heavy Off-Road
Ok, I definitely agree on this! Even better, in my opinion, if they also allow you to choose the engine class before going with the character and vehicle combination screens!Pi said:That's not what I meant. The approach I want to see is it should put the individual before the group. If you change engine class, you get dropped out of the current race group and are subsequently relocated into a group that plays on the selected engine class. This works wonders for everybody: those who want to remain in the engine class get to do so, whilst the others get to move into another engine class.
Mister Wu said:It must be said that MK8 is more Traction-based than Off-Road based, as there appears to be many different terrains, each with its own friction. Regarding Off-Road, the only thing we know is that we always lose so much speed that you can't keep the Mini-Turbo charge, but I don't know if the speed is always the same in all Off-Road terrains nor would I speculate on this, as we don't really have a speedometer nor access to in-game code to know if there really is only one type of Off-Road. Of course, they could have modified Traction so that it allowed to charge Mini-Turbos in some kinds of terrain, but honestly the list of things that the developers could have done in MK8 is already quite long, let's hope that in the next Mario Kart they follow a structure similar to the one you propose!