Pro's:
- It is a lot of fun.
- Raced against a few friends yesterday and it was all about who could pull off a few tricks and hit the most gates. I found that to be the best part so far of SRL.
- Enjoy racing through enemies as well as the danger of losing a sparrow under concentrated mass firings.
Con's:
- Helmet- I race with both thumbs on both sticks. Having that perk active where tipping backwards and forwards?
Ideas on that: Simply make that an additional acceleration button.
Two different perks for the sparrow. One passive or one active control. All items.
Instead of the helmet perk, offer another perk like modifying sparrow parts in our inventory screens for permanent benefit (this makes it worthwhile to collect a bunch of sparrows. One for tricks optimization, one for speed optimization, one for overdrive optimization, one for ect.).
Powerups besides the gates could be nice (think death race style).
turn stabilization (turns are made a lot easier i.e. less drift at max speed),
hyperdrive mode (acceleration boost, but little to no cooldown. This would ideally be used for those in the back to catch up if running trick sparrows against natural overdrive sparrows), or
bumper sides (if another sparrow hits you, they get repelled back naturally. Repel distance is based on rate of speed for both sparrows (sparrow 1 hits 2 at +3 mph? Sparrow gets pushed away a tiny bit, but nothing serious. 1 hits 2 at +47 mph? Sparrow 1 just hit the wall on the side of the map and explodes or flips and explodes).
- Using overdrive sparrows often times means other racers will pop up and knock others off of their sparrows.
Ideas on that: Visual warnings. Not speech. Visual.
Granting a melee option to "kick" a sparrow driver (the driver will have typical health).
Deployable traps like the mines, but under a limited use per race (and we are talking minimal as in 3 max for three laps. Next charge is only received upon crossing the starting line and also, "Use it or lose it" so no one driver has three charges for the final lap. There's only 5 other drivers afterall).
- Race map rotations.
Ideas on that: Make it selectable from a dropdown menu standpoint (choose the map).
Automatically rotate all drivers or maps regardless of winner circle or status. Whichever is easier.
Different playlists possibility. More fun and diversity.
- Leaders doing what we did in Halo: Reach mongoose races- Pulling away and never being seen again.
Ideas on that: Make it so traps like "slow" force a shutdown on the random (no acceleration allowed). Call it a heavier dose since drivers are seen going through those? But then are still in the lead by a mile.
One random sniper on the map is granted an auto kill shot within a window of opportunity/sparrow exposure. Warning will proceed beforehand (Ghost yells: WATCH OUT! DODGE LEFT!)
Enemy pikes is always a possibility after the first lap.
Introduce a darkness zone with special parameters. This is not used as a kill zone. It is used to rotate small objects and increase the use of RB or LB if needed (Think Halo 4, racing down on the ghost to the warp gate right before we meet the Infinity though without the special effects. More like custom animation which puts players through a darkness loop of sorts).
The rest of this is for you guys. What ideas and/or pro/con list do you have?