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Fandom Genshin Impact x RedOut -// Festival of Velocity Dev Site

OOC
Here
^Alright, cool! I was worried that the rules would start to get convoluted.

The ESA-AGR now has these stats:
  • Durability: 2
  • Thrust: 2
  • Top Speed: 7
  • Handling: 2
  • Strafe: 1.5 (corners might need some updating. Have you started writing the rulebook yet, Beetle? If not, can I post some rule text pieces here?)
 
The Track
The track is divided into multiple segments, each of which have multiple lanes. The segments are enumerated, and have descriptions for how far they bend, what surface properties they have, and what item pickups/boosters they have. Each turn, your ship will advance by a set amount of track segments, depending on the ship's stats and the track's properties. Let's have a closer look:
> Properties
>> Off-Road
The track's metal is replaced by a more natural surface. -1 to Handling (cannot go below zero)
>> Cold Area
Low temperatures help channel heat away from your ship and impact your grip. +2 Cooldown, -1 Handling (cannot go below zero)
>> Hot Area
High temperatures do the inverse - they heat up your craft. Though anti-gravity magnets still don't get along well with them. +(2-durability) Heat (negative heat means cooling down!), -1 Handling (cannot go below zero)
>> Water Surface
Like off-road, but with even worse handling. The water slightly cools you down!
+1 Cooldown, -1 Handling (can't go below 0)
>> Underwater
The track takes a dive. -2 Top speed, +1 Cooldown
>> Singularity
The presence of a black hole affects how every object on the track behaves. +1/-1 Speed, or a force that pulls you one lane to the left/right depending on where the track goes. Only relevant on Origin Black Hole!

> Pickups
>> Boosters
Running through a booster instantly adds +1 to your speed, on top of whatever speed-ups are currently acting on you! Even if your turn passes through a segment with a booster without ending on it, the booster still adds +1 to your speed. If your turn ends on a segment with a booster, that booster has an effect on the next turn.
>> Item pickups
Wipeout fans love these! Running through one grants you a random item, which can have all sorts of effects. Roll 1dn (with n being the number of currently implemented items) to pick which item you get. You can only hold one item at a time, and you can only use one item per turn - you can pick up an item on the same turn that you use another one, though. If your turn passes through a segment with an item pickup but doesn't end on it, you still get an item. If your turn ends on a segment with an item pickup, you get that item on the next turn.

> Turns and bends
Running through a corner too quickly can get you to grind the outer wall! Each corner has a certain tightness value, which determines if you're too fast via this formula:
Tightness - Current Speed + Handling = Overshoot factor
If this factor is negative, then you'll get moved to the outside of the curve by as many segments as you've overshot. If you're already on the outer wall, though, you'll take damage equal to the remainder of the overshoot factor. As an example:
A curve goes right with a tightness factor of 2. You fly in with a Conqueror (Handling: 1) at 6 speed and max health, on the far right lane. You're (2-6+1)=-3 turns per second too fast, which means you get moved to the far left lane, leaving you to take 1 damage from grinding up against the left wall.

> Jumps
TODO
Also, here's a screenshot of some messages from the official Redout discord, where I brought this RP up:
1705150581262.png

Do we wanna try justifying the Wipeout style anyways? If so, how do we do it?
 
Wipeout style justification could potentially come through the addition of Vision Wielders into participation in the league. Taking their ability into note, the less welcoming teams like either WRG or Behemoth would be the ones pestering league officials for a more level playing field. That, alongside combating hazards like hilichurls climbing onto the track or the other factors mentioned in the discord. Potentially, if the Abyss Order also come into play with the cheating, that may also spark justifications to fight back
 
Then again, wouldn't an alternative solution simply be to have tighter security around the races? Electric fences around the track, racers requiring licenses to participate in official races, and thorough tests to make sure no direct weaponry is used?

Though lobbying by the Abyss Order, or by Behemoth after some private talks with the Abyss Order, could potentially cause some changes. How do we wanna characterize the SRRL? What offer could the Abyss Order even make to coerce the SRRL?
 
Extra question. What happens when a player runs out of HP? We could, say, have an Arena mode and a standard mode. In Arena mode, you get knocked out, in Standard mode… you get placed back on the track?
Thing is, there’s a discrepancy between Redout’s Arena mode and Wipeout’s standard mode of play. In Wipeout, flying out of bounds causes you to lose HP and get placed back on track, in Redout’s Arena mode you get knocked out - in standard races, you get placed back on track with no HP penalty.
Do we set every race in Wipeout mode, where falling off track respawns you and takes HP, and losing all your HP knocks you out?

I should try flying a lap with the example Conq I’ve given on the track I’ve timestamped, as a proof of concept to show that this is working.

We should also be talking about what the rulebook looks like, here’s a suggestion (and a to-do list) for a potential list of contents
1. Principle (turn-based racing with combat elements)
2. The vehicles
-Static stats, variable stats (i.e. top speed compared to engine heat)
-The Hyperboost
-Upgrading your ship (questionable, unless more and more people join and ask for progression, though personalized deco could be a thing)
3. The track
-Properties (done)
-Boosters and Item Pickups (done)
-Turns and Bends (done)
-Jumps (todo)
4. Weapons
5. Game modes
-Peaceful
-Arena
-Time Attack
5. Creative liberties
 
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changes. How do we wanna characterize the SRRL? What offer could the Abyss Order even make to coerce the SRRL?
I’m gonna base it off of RO1 since the lore does give some characterization to the SRRL and say that:

The SRRL does have decent qualities as shown by Sequoia’s lore, where officials had negotiations with the location’s residents before building the track. However, Rotorua points out how they might have a tendency to use their influence to their advantage given the initial uproar of building a track on top of a mass grave.

The SRRL is also fascinated by unique scenery, collaborative with others in Neptune’s lore, and it seems they also are dedicated to restoration given Abruzzo’s story.

Good traits

-Collaborative
-Ambitious
-Negotiating
-Committed
-Aims to provide excitement
- Respects environmental charm (Did not move any equipment or other things left behind in Volcano’s Magmatic Chamber track)
-Experimental
- Improvising (Made sure not to damage any trees when building the Serpent Track in Sequoia)

Bad Traits

- Sometimes committed to questionable choices (Rotorua)
- Might abuse influence
- Sometimes Secretive
 
Time for a test race! Track: Mt Fuji Rainbow Forest (thanks to a lack of jumps), craft: ESA-AGR

Stats:
  • Durability: 2
  • Thrust: 2
  • Top Speed: 7
  • Handling: 2
Path:
1: 0 SPT, start center, gas + boost
10/10 HP, 0/10 Heat, 0/5 Hyper
2: 3 SPT, 0:07 left, gas
10/10 HP, 3/10 Heat, 1/5 Hyper
3: 4 SPT, 0:13 right, gas
10/10 HP, 1/10 Heat, 2/5 Hyper
4: 6 SPT (because booster), 0:18, gas
10/10 HP, 0/10 Heat, 3/5 Hyper
5: 6 SPT, 0:26 right grinded the wall with 1 SPT too much, no accel
9/10 HP, 0/10 Heat, 4/5 Hyper
6: 7 SPT, 0:34 center, hyper + boost + gas
9/10 HP, 0/10 Heat, 5/5 Hyper
7: 11 SPT, 0:41 center, gas
10/10 HP, 8/10 Heat, 0/5 Hyper
8: 9 SPT, 0:53 center, gas
10/10 HP, 6/10 Heat, 1/5 Hyper
9: 8 SPT, 1:01 right, gas
10/10 HP, 4/10 Heat, 2/5 Hyper
10: 7 SPT, 1:15 left, boost
10/10 HP, 2/10 Heat, 3/5 Hyper
11: 7 SPT, finish, brake
7/10 HP, 7/10 Heat, 4/5 Hyper

----
Observations made:
* On this very first go, I had to open two separate tabs, one with the track's data and one with the curve formula. In a web browser, you can't have a duplicate tab of an RPNation page that you're currently writing in, as it turns out
* I have also not thought about braking. For this race, I've decided that braking would take 1 or 2 off your SpT, and likewise take 1 or 2 off your Heat
* Hyperboost takes 5 turns to charge up
* How should a thrust stat of 1 be treated? If you're at top speed and thrust, would you constantly stay at 1 above top speed, or would you climb higher according to some formula?
* On this track, the first turn is a 180 degree hairpin. I feel like if you tried to stick to the inside and had low enough handling, you could impact the outer wall perpendicularly, but our system doesn't reflect that.
* Boosting feels OP. I feel like I'm driving a Koen, not an ESA - speaking of the Koen, it could probably boost all the time.
* I timed the hyper charge-up time correctly! At least for the first hyper, the second one not so much.
* In-game, you can get up to top speed before the first hairpin turn even starts, should I add more segments there?
* I reached top speed on turn 5, I should buff acceleration.
* Finer segments (and a proper formatting, say, by using an indexed array of sorts) would help with readability and with giving somewhat of a purpose to boosting. In-game, the segment 0:15 to 0:19 would all be spent boosting, but here I do almost none of that
* I felt like the 0:20 to 0:24 turn was much longer, but upon looking at the video again, turns out I was wrong.
* Speaking of hyperboosts, I initially wanted them to last for two turns, but that turned out to take too long.
* On turn 8 I kinda lost track (heh) of where I was even though the timestamps were unique. We seriously need to format the tracks more cleanly
* We need to keep track in which order the numbers are applied. On the first turn I used the speed that the craft could theoretically gain, and on some future turn past that, I changed it to the speed that the craft has on the current turn.
* Lane changing needs to be formalized better. And given a better use, too, because right now, you just stick to the insides of corners- wait, isn't that what people do in IRL races, too? Though in IRL races it's for saving time, and here it's for not grinding the outside. Hm.
* Heat dissipates at the exact same rate that Hyper builds up with, which feels... odd? Shouldn't Hyper take more time to charge up?
* Towards the end, I could no longer be bothered to care about boostpads - maybe that's an issue with the formatting, or the track segments. On turn 10, I also tried deliberately driving into the chicane, and it didn't really... seem to have much of an impact on my speed?

----

In conclusion: As of now, this system is a game of numbers, and we're already keeping track of a lot of numbers and factors, which adds an element of tediousness - bad.
There's also an issue with how I timestamped and formatted the track - maybe I should've used line breaks and used visual indicators for what's on it; but mainly, I should've picked tighter intervals.
Boosting has its own issues - most of the time, you don't wanna boost, because in the next couple of segments that you're gonna pass there'll likely be a corner that's too tight for you. And when you do boost, the heat buildup feels weak and insignificant. I bet you could do much faster "lap times" with the current system and track format, but it would involve a lot of wall grinding, and... it probably just wouldn't feel satisfying.
 
I may have had a stroke of genius. You know how Genshin has a more orchestral soundtrack, while Redout’s is more EDM-ish? Well, guess who’s good at blending electronic and orchestral music together.



This particular song might not fit in a racing game, though
 
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Slipstream RX by TerminusEst13 Found a thing, go have a look at it

The tracks are placed on a square grid, I've noticed. So a lot of track configurations from Redout 2 (like plenty of Cloud Ocean) might just be impossible to implement
I see.. How would RedOut 1’s configurations work out? If it has to come to it, using only RO1’s circuits might simplify things slightly due to their relatively short length.

Instead of track time-stamping for segments, we could maybe class the segments from short to long based on their technicality , that which determines the amount of posting rounds per segment of track during races to give pilots room for precise action?

Short: Wide turns, large fast straights, etc.- 1 round. (Ex: The starting wide turns in Abruzzo’s Bridges Track / Cairo’s large straightaway on Ghibli)

Medium: Medium turns and banking curves, intermediate maneuvers - 1 - 2 rounds, dependent on track. (Alaska’s left-hand Corkscrew that loops 3 times in its Vertigo Track = 2 rounds.)

Long: Particularly complex sections of track.. - 3 Rounds . ( The corkscrew into outwards 3/4 loop part of Rotorua’s Sapphire Grotto Track, or the majority of Europa’s Circuits.)

Any segment of a track that has a jump will vary in round length. For example, that giant jump in P-AR219 would class as a long segment jump, whereas the 3 quick hops in VERTEX’s Stack configuration can be ‘Short’.

In the Redout Discord, Snek did a track layout of Alaska in Blender, only except they didn’t put where the teleporter cuts led to. I might just have to alternate boss tracks slightly.
 

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