1. #21
    for the multiplayer races, why not just go back to the old days of 2 player sonic the hedgehog style races, where instead of having them side by side, have the track over and under?? so its the same identical track but one of you races on top, and one of you races on the bottom.

    also i think that, for the extra axis control, (up and down) you should have an option of different controls, like normal mode for how its played now, or expert mode for using up and down aswell, because i could see a lot more people complaining about how hard the game is, as they do now, it would be even worse.
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  2. #22
    How about an ability to play ghost races and view replays from every gamer's profile? Next to result of every track would be a ghost and replay arrow icon showing that replay without having to search the leaderboards.

    Say, isn't this somehow possible now? I've been trying, but haven't managed to find such thing in-game.
    Original post here: http://www.redlynxtrials.com/forum/v...t=321&start=25
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  3. #23

    Detatchable limbs?

    How about detatchable limbs for the really bad accidents?
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  4. #24
    Outdoor courses with real obstacles (rocks, trees, water etc)
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  5. #25

    Suggestion for flip tracks

    It would be nice if the remainder of time you have between checkpoints on the flip tracks was added on as a bonus to the next checkpoints time.
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  6. #26
    For the timing system, add 1 more decimal place, so that 2 players with the same time can be separated.
    e.g. Jorma and JukkaN on The Jorma Highway, both got 16.31, but JukkaN got the #1 spot as he was the last on to get the time.
    However one may have got 16.312, while the other may have got 16.319, and so they can be separated on that basis.
    I also think it could make the game more intense, and people will be furiously trying to beat other players by hundredths of a second.
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  7. #27
    sebastianaalton's Avatar Trials Developer
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    Mar 2014
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    Trials 2 runs at constant 60 ticks per second (logic/physics ticks). So timing basically cannot be more precise than this. However when the rider crosses the finish line, we can calculate a line between the last frame and current frame position, and interpolate the result (clipping the line at finish line and calculating it's length). This way we can basically get infinite precision to our timing system. Timing will behave like this on "Trials 3".
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  8. #28
    So you confirm that it is an "Trials 3" on it's way?!
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  9. #29
    that would make me really happy.
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  10. #30
    Well I had an idea today that could be implemented in a future version.

    Some sort of 'practice mode' that doesnt record your times to the server, but gives you a lot more freedom. It allows you to choose which checkpoint to start at, allows you to warp to any checkpoint after a bail, and most importantly, lets you drop your own special 'checkpoint' at the press of a key which records your position, stance, speed etc.

    The last thing is the most important part. It would allow you to repeatedly try difficult sections of track (or experiment with new ways to do a section), without having to repeatedly set yourself up for it.

    I think it would give the record breakers a powerful new tool to practice fast times and new techniques with, and would give newbies a way to go to a part of a track that they can't get past, and practice that one part (or sequence of checkpoints).

    Thoughts? I wouldn't think it would be that hard to implement (but what do I know? ) and would add a lot to the game.

    EDIT:

    Just had another idea. How about a way to watch replas that skips all the faults. IE If a vid had a guy going through a checkpoint, crashing, respawning and trying the part another 5 times before he got it, the replay could be set to skip those 5 tries.

    Sometimes people have long replays with many crashes and want to watch how they did certain parts, but watching all the faults can be tiresome. Should be easy enough to implement
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