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PostPosted: Fri Jun 15, 2012 1:42 pm  Post subject: SSX - Future equipment and Tech ideas  
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Got an idea for if theres another ssx regarding the equipment, gadgets or clothing etc..
List it all here and how it works and what its for/does, just try to keep things slightly grounded so it’s fantastic yet slightly plausible.


My idea is more about how the item works, more along the lines of a tech manual for something out of a movie, it doesnt exsist but this is how it would work if it was real for those that are interested. Plus it will bug me if I dont write this down so I can get it out of my head and move on :heh

Snowboards:
My idea for using the boards in Tricky mode in a possible sequel to SSX2012. I’ve also tried to use the idea to explain away how things work in the current game that at the moment just happen.

For a sequel I’m with a few who have said that mods are not needed and I believe can give an unfair advantage during an event (although they are fun). Previous games were pretty much on an equal footing where it was the player that made the difference. Without mods there needs to be something else and this is one idea for that based on a board attachment to go along with the lights, armour and axe’s etc.
(but this could also work with the mods)

This is my idea on how the snowboards could be more effective during any given event and give a reason behind helping brighten up the game as well as add new elements into it.

The idea is to introduce a gyroscope/dynamo to the board, it could be really small so you don’t need to see it, but just know its there like current mod attachments. If it needs to be explained then its position would be between the foot plates as a central location that would benefit its uses explained further in. The idea is based on the powerballs, if you dont know what they are check here
| Click to reveal hidden content
(youtube link).
As you spin these, they create an electrical charge that power the LED’s inside to light up, the faster you go the more charge is given off and the brighter they glow.

My idea is that if a device based on this is attached to your board, the spinning of the board with tricks would charge the attachments dynamo up and give off an electrical charge so when you hit the first level of Tricky there would be enough power to charge your board-edge up to make it glow (from fitted light strips). Upon reaching Uber Tricky mode this would give enough power for your suit to also glow (as it currently only does if purchased) which helps to explain why your hands glow in this game but remove the need to buy future glow suits just for the effect, any clothing/bolt-on’s in the future games could generate a random colour instead when powered up.

Now we have introduced the idea and ability to create an electrical charge, up comes another possible option. The powered board can help to give of a signal at key points on the course to trigger events – for example this is why Fireworks go off in set areas. Pass a key point normally and nothing happens, pass it with a Trick Charge and BOOM, instant display of lights and colours. Another example might be Disco lights like on Mt Eddie, if you pass through charged up the lights animate like a disco or glitter ball effect. Trigger events could also come into play, more so for a multiplayer element where the board triggers things as you pass that would hinder the other racers or boost your advantage. This could be the re-introduction of the giant fans that assist you with a burst of air to give a short extra boost of speed (or airtime in trick events, also if using a wing suit). Or maybe activate snowblowers that help obscure the view of the other racers or spotlights that shine in player’s eyes to cause disorientation.

Just a thought - In multiplayer online (if available) it would have to be decided if everyone sees the same effect or if the attachment you use personally only shows up on your screen. I can only guess this could be a bit a programming and technical pain which might result in keeping a standard for online overall. Of course if its keeping to Tricky’s setup then everyone sees everything and the options are kept for single player explore and Global events (on and offline)

The second use if the new attachment would be its gyroscopic uses. As the power is increased and maintained the spin of the gyro would help give more stability to the board that could help with steering and speed in addition to the normal boost charge, the spin of the gyro could also help increase your trick spin speed adding an extra edge to keeping tricky going.

Of course this isn’t for everyone so different versions of the attachment can be purchased. A basic starting model still gives the same level of speed and trick enhancement but without all the extras. From the shop would be extra upgrades available to buy e.g.
V2 - board glow only
V3 – suit glow only
V4 – both glow
V5 – fireworks
V6 - fireworks and glow, and so on.

With this as the base, variations can be bought of each that change the colour of the board and suits. All event triggers work regardless of what you use as the attachment is standard to every board.

Quick Summery – the new gyro/dynamo attachment does not give anyone any advantage over the otherplayers as everyone has one but it can help out with key actions on teh tracks (if possible) during events. It also unlocks features to make the game visually more like Tricky or SSX3 depending on your game preference.


As for the current colour saturation change when you hit Tricky mode, I’ll put this down to an adrenalin boost sharpening your senses and just looks cool when it kicks in and should be in every game regardless because its awesome :D



Any addition or change to mine is welcome or what tech would you create and how does it work and why :thumbsup

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PostPosted: Mon Jun 18, 2012 12:05 pm  Post subject: Re: SSX - Future equipment and Tech ideas  
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Dude, I love this idea!
It really adds some function to the board and the idea of getting into Tricky.
The purpose is expanded; it makes you want to be better.
Also, it might fix some issues with Flow and track spamming if applied right.

I had the idea of a second board one could equip, like a piece of equipment,
that when you bailed in the air the player could reach back and grab it.
You'd loose the first board, but still be able to land.
If you kept the second board all the way through it would
open up another level of uber tricks that could
envolve using the second board on ones back.
Batty seemed to like it!

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PostPosted: Mon Jun 18, 2012 1:20 pm  Post subject: Re: SSX - Future equipment and Tech ideas  
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Yeti just wants to see all 1000 of his boards glowing XD

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PostPosted: Mon Jun 18, 2012 2:08 pm  Post subject: Re: SSX - Future equipment and Tech ideas  
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Yeah it's funny how they tried to make this game more realistic, but for the tricky/super tricky just wrote it off as 'well I dunno, but we HAVE to have it in there anyway right?'. This is a really creative way to explain how that system works :thumbsup

Also, here's my suggestions. When using either of them you can't use boost or grind tricks.

1: Foldable Mountainboard Wheels.
I was actually surprised this wasn't included as the gear for the Rock DD. I suppose it would work better for Dirt.
Anyway, it functions how you'd expect, and is collapsible as it's slower than a snowboard (when collapsed the wheels rest on the top of the board). Used when going over rocks, dirt, grass, sand, and mud.
Stats for this are Grip, Shocks, and Turning. Maxing out grip gives the wheels chains, which lets you turn on ice.

2: Retractable Fins
Again, it's a retractable add-on to a snowboard, and this time allows you to surf+steer over water. Courses where this is used would look like this and this.
It deploys fast, but deploying it while your on land will slow you down unless you are tailpressing (which slows you down anyway). You also have to approach the water at a shallow angle or else you'll punch through it and drown.
Stats are Speed and Turning. Maxing out speed means you don't lose speed going on a straight path. This could be used to access otherwise impossible shortcuts.

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PostPosted: Mon Jun 18, 2012 2:54 pm  Post subject: Re: SSX - Future equipment and Tech ideas  
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I love your idea, but when it comes to Tricky I would really like for it to not be something you can use through the entire track like the new game. I'd also like for it to be a LOT harder to get than it currently is. You can get into super tricky in like 2 tricks if you want with mods and stuff, where as in like SSX 3 you needed 9 uber tricks to get it (I like the old system more).

But the cool glowing LED sounds really awesome :P

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PostPosted: Mon Jun 18, 2012 3:53 pm  Post subject: Re: SSX - Future equipment and Tech ideas  
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PSN: lsatterfield
Yeah...the new Tricky system really confused me when I was playing the demo at first.
I was like,
"WHY is it running out so fast??"
Then I realized that I could get into Super Tricky a lot faster, but I also lost it a lot faster
if I didn't keep my combo up.

I like both Tricky systems.

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PostPosted: Tue Jun 19, 2012 3:11 pm  Post subject: Re: SSX - Future equipment and Tech ideas  
Zoe's #1 Fan
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switch uber wrote:
I had the idea of a second board one could equip, like a piece of equipment,
that when you bailed in the air the player could reach back and grab it.
You'd loose the first board, but still be able to land.

Yeh, could be good, the number of times ive lost a board an restarted a race, Id gladly have this option if I though I was on to a good time, it would help out the beginners as well. :yes
switch uber wrote:
If you kept the second board all the way through it would open up another level of uber tricks that could envolve using the second board on ones back. Batty seemed to like it!

Join the magnets together and do the Uber nunchuk or take a board in each hand and call it the (steam) paddle boat spin. :thumbsup

MarcusAnnex wrote:
1: Foldable Mountainboard Wheels.

If you introduce more of a dirt area like psymons rock levels would it be easier to have Switch's idea and have the mountain board as a piece of kit? Might also be good if some locations were in a warmer climate (like Aloha Ice Jam but on the island not an imported iceburg...........possible)
MarcusAnnex wrote:
2: Retractable Fins

Yeh, water was in the old games of sorts, by using the equipment button you could activate it and cut a few corners :thumbsup

CurryKingDH wrote:
Yeti just wants to see all 1000 of his boards glowing XD

Like the power of the sun when combined :D

Kav wrote:
I love your idea, but when it comes to Tricky I would really like for it to not be something you can use through the entire track like the new game. I'd also like for it to be a LOT harder to get than it currently is. You can get into super tricky in like 2 tricks if you want with mods and stuff, where as in like SSX 3 you needed 9 uber tricks to get it (I like the old system more).

Its would be better if like now, anyone could easily get into Tricky mode, but it takes more effort to get Uber Trick mode going. I think the problem is that most tracks are alot faster and shorter that previous games (?) so I guess keeping Tricky going on a shorter loop was the next option. But maybe for the next game (?) Uber Tricky could take that little bit longer to achieve. It could be incorporated into my idea about keeping a charge going.

:cheers

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