In Mariokart, when drifting, how quickly the boost comes depends on how hard the drift is. In Supertuxkart, shallow drifts can be used on straightaways to move much faster.
I agree in 100%. I always use skidding on wide straight roads because it allows me to run faster.
This is not a bad idea, though we would need to find a way to determine what is an "easy" drift though, that's not so obvious to determine programmatically
That should just depend on the angle: i.e. if you left skid, and fully turn left --> high accumulation (shorter time) and/or stronger bonus acceleration if you left skid but turn right (nearly straight), low accumulation (high accumulation time) and/or weaker bonus.
We need to decide what we prefer - shorter accumulation time or stronger bonus. I'd guess that shorter accumulation time works better, since the stronger bonus might be a challenge to control (esp. for the AI, which is already struggling a bit with skidding).
Implementation would be easy, but still scheduled for 0.9.3 - it might affect all our challenges, AI behaviour, might even need more tweaking to established tuning parameters.
If we still aim this for 0.9.3 it should probably be done soon or there will be little time for testing, especially if we need to retest all challenges. Otherwise it should probably be postponed.
Maybe this should be added as an option in stk_config.xml. That would allow easy testing.
Here is an idea about how to do this :
The current system, while not ideal, is "good enough" for now - the gameplay remains challenging and interesting. I don't expect to work on this before the next release, and I don't think anyone else in the team will either.
Postponing.
I'm new to this game, but this drifting behaviour doesn't make sense to me.
If you enter an online server as a newbie, everyone else just seems to be much faster than you from start even if you think you got a perfect start. After a while I noticed that all of these players learnt how to permanently drift on straight roads to get a higher speed. This certainly is some kind of skill but it rather feels like a cheat that ruins the fun of the game for me.
So, before having any chance against other online players you don't have to improve how to get around the curves. Instead you'll have to learn how to get a higher top speed on straight roads by using this drifting trick that doesn't exist in any other kart games.
I love to drift in racing games; it worked in SuperTuxKart more than six years ago when I played with our daughter - it was fun. Now - out of a sudden - it's a pain?!? Please fix this; thanks.
Lol after so many years people still think that sharp turn was better. I think the same. Skidding is not fun, especially when you have to use it on straight road to run faster.
Anyway it wouldn't work in current STK because all tracks are designed for skidding.
But skidding on a straight road just doesn't make sense... I wonder if there is any other racing game where you should do so.
Skidding on curves yes - but not on the straight road.
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That should just depend on the angle: i.e. if you left skid, and fully turn left --> high accumulation (shorter time) and/or stronger bonus acceleration if you left skid but turn right (nearly straight), low accumulation (high accumulation time) and/or weaker bonus.
We need to decide what we prefer - shorter accumulation time or stronger bonus. I'd guess that shorter accumulation time works better, since the stronger bonus might be a challenge to control (esp. for the AI, which is already struggling a bit with skidding).
Implementation would be easy, but still scheduled for 0.9.3 - it might affect all our challenges, AI behaviour, might even need more tweaking to established tuning parameters.