Thoughts Behind Frame Friction (Patreon)
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I've gotten mixed feedback, some of it constructive and some of it not so nice, regarding the changes to frame friction. I'd like to discuss my thought process and intention behind these changes.
First of all, some of the newer patrons don't seem to understand that when they download updates they are getting works in progress. Nothing is guaranteed to be the final version, and nothing is guaranteed to be perfect. When I originally made the changes to frame friction I didn't have the time to test it as thoroughly as I usually do, and I've since toned it down. I'm working on 4 (FOUR) vehicles at the same time, so you'll have to excuse me if the changes need some time to be fleshed out. All that to say, please don't message me insults about it, try being a little constructive or I'm just going to laugh at your messages with my friends.
My Intentions: Before these changes were added, there was a meta that I didn't particularly like, or feel was realistic. That meta being that 80% of cars (ignoring sticking) get taking out by overheating. meaning there's very little reward to hitting another car, unless you're going nose to nose with them to take out their radiator. Radiators were everything. The guy with the radiator in their car at the end of the derby wins. It's as simple as that. You can pound away at someones car all you want, but if they still have their radiator and you don't, you lose. This, along with gradual improved trunk stickiness, created a backward driving meta, the 90s school of thought of "drive backwards to protect the engine" was far too strong. There was VERY LITTLE PENALTY for using your trunk all day and night. There was VERY LITTLE REWARD for hitting others.
To make an example of one of the RDP drivers, look at the 80's bonestock heat at Freedom Bash pictured above in the blue and orange car, driver Dustin Newgent keeps his radiator in his car, and despite losing a front wheel, a rear wheel and bellying out, is able to maneuver his car to the end of the derby on 2 wheels with his entire frame on the ground with absolutely no problem. Because Dustin still had his radiator, there was almost nothing the other cars could do to his car to take him out besides getting him stuck on another car. If you don't see the problem with this yet then you probably just haven't actually derbied before. Dustin does eventually get taken out by getting stuck on another running car, but why would I ever want sticking to be the only option for taking a car out? This whole situation is not realistic.
So, this brought up internal discussions of a couple things. How can we reward hitting, and how can we make radiators less important. We came up with a handful of ways to take a car out, a few of which haven't been implemented yet. The goal isn't to take cars out faster necessarily, but to add a larger variety of ways that a car can be taken out. That is to say, if I find that frame friction is too impactful, I can tone it back. Or perhaps adding new ways to be taken out means that radiators can be made stronger. It's all a give and take. Adding more ways to disable a car makes radiators less important, and making those new things achieved through being hit rewards hitters. We've all seen real cars get taken out in a single hit before. In beam, as it were, this wasn't really possible. A straight car with no rad had no chance against a used up car with a rad (unless they got stuck). A car with 2 wheels shouldnt be able to drive around as if it has 4. A car with 3 wheels shouldn't win simply because it cant go fast enough to do any damage and can't get put to rest.
One of the concerns people have sent me is they feel like it encourages bagging, and that you're out if you make one hit. Look. If you're setting your bumper 2 inches from the ground and your frame drops, don't get mad at me, maybe try changing up your build. If something doesn't work, figure it out. A major part of this mod is that people who test out their builds get rewarded. Sometimes cars go bad, sometimes you drop a rail, thats derby life. If you want to play a game where the cars bend the same every single time and has no impact on the game, I hear wreckfest doesn't require much thinking.
I let drivers get away with dropping their frames on the ground and losing wheels with no impact for way too long. I'm still testing things, I know what puts on a good show, and I promise I've thought about all this stuff more than anyone else. I'm not saying frame friction is at a perfect spot, but I'll figure it out soon. So, just chill and enjoy the meta shift.