View Full Version : RAILS
ideal_surprise
06-03-2008, 07:25 AM
How do you think they should impliment the rail system. Out of snowboarding games i think Amped 1 was the best with how you lock on but then can "press" and "tweak" freely. So either that or the SKATE. system would be SiiCK.
....more or less they better not F this game up.
fearofthepark
06-03-2008, 11:55 PM
they need to make rails a bit harder, not to destroy game play..but just to show that doing 270 tailslide and 270 off is not as easy as a 50-50
otherwise this will just become an arcade game like SSX etc
Frozen_Nature1
06-13-2008, 06:49 PM
they need to have it so that you need a starting jump to get onto the rail or box. amped did not have this. you could hop onto 6+ foot high rails no problem. the park section of this game should be focused around style and realism.
TanDanMan
06-19-2008, 10:24 PM
a system similar to skate, however you should not be able to lock on at all, the whole point of rails is balance, nose presses should be difficult requireing the use of both analog sticks. and doing a 270 on should also be hard and demand the perfect angle and pop. if you can do 720's on to rails this game will suck.
CDA_RabidDog
06-20-2008, 01:37 AM
i keep looking for information on this game and keep finding more, and the more i read the more i appreciate there going for realism. a short interview mentioned that the controls not nesecery for rails but in general will be life like,so a system similar of that to skate perhaps. also the varying snow conditions and the board your using is gonna effect your lineup and landings. there was even talk about how you can move your weight around on the board. I honestly think it will be a blance system for rails, hopefully we'll see some vids of the park in action soon
clickclickdirt
07-02-2008, 06:47 PM
UBISOFT READ:
i got a good idea for the grinding system. To do a actual grind you cant just land on the rail or box and expect to steady yourself and continue down it with out crouching down some to lower your center of gravity to make balancing easier. When doing an actual grind you have to brace yourself by letting gravity pull you down closer to your board until you feel you can balance by stiffening the right parts of your legs (knees) to stabilize/control the board and prevent slipping off the rail. i think this should be simulated in the game some how; one way i think would work out good is if a button like one of the rb/lb started the balancing button and then let you use the crouching button to begin stabilizing your guy on the rain instead of just slipping on/off the rail or box like ice because you did it wrong or didn't want to grind it in the first place. After your on the rail it would be cool being able to adjust your balance's crouch with the trigger so you can learn to rid a kink without lifting from the rail or to be able to just let go of the balance button or let go of the crouch so you can just slide nicely off the rail (instead of jumping off) and land the trick. another think that i think the game should have is a menu to customize most parts of the gameplay to raise the difficulty from the standard settings or to give you another way to experience snowboarding (ex: adjust camera to change distance, direction, and position from boarder at different times like: *leading up to jump- move in, position- next to chest, direction- nose of board* an then there would be selections for peak of your air, grinding, landing, and more and for more of a challenge a menu to adjust settings like how easy catching an edge as you land, or maybe make falling easier so a little bump on a rock will put on the verge of falling)and if this is in the game it would be cool to unlock new cheat like settings like changing gravity, speed limit, slow down or speed up the gameplay, or maybe a super jump.
i love snowboarding, its like something out of a dream that addicts you right from the start.
my email is Mrclickclickdirt@Gmail.com if any one wants tell me something
Burton_Ride
07-03-2008, 10:53 AM
i like your idea http://forums.ubi.com/images/smilies/11.gif
XxLDCxX
07-06-2008, 06:22 PM
I like clickclickdirt idea, and I also think the SKATE grinding system would be pretty sick.
Mbittersweet
07-17-2008, 02:37 AM
I noticed in some of the gameplay videos that the rails and boxes did not have any kickers in front of them, the player just popped onto a box that is almost as high as the player.. I think that there need to be kickers in front of the rails and boxes to make the game realistic! ,, http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif
TharduzNL
07-20-2008, 03:46 AM
Yeah, the gameplay vid looked like Amped when he hitted the rail. Just pops ups that massive box, should be realistic! When I want to do some 100ft high ollies, I'll go play SSX, hopefully not SWSB...
snowboarding101
07-29-2008, 08:56 AM
there should be some sort of buttery feel, especially on boxes. something to the point where you can spin while your on the box if you like, just nothing that locks your board into place once your on so you can't move.
ColoredSnow123
07-30-2008, 11:36 AM
I think for the jibbing system it should be a sort of cross between skate and amped. Ovbiously with skate its about how you pop at the rail, if your too far away you land on stairs and flip, if your too close you flip into it. You should have to come at the right angle but also balance once your on like they said. Said you come up for a front board but your going parallel with the rail, it should put you in a half *** frontnose and you should catch if your leaning into it a bunch of slip right off if your standing up or leaning away. To 270 onto the rail handrail style you should have to ollie before you intiate the spin upper body before lower (from my understanding the dual analog game play has 1 stick upper, 1 stick lower like skate) and hesitate with lower body, once upper has hit a point you should have to throw lower around, if you throw your whole body your nose or tail should clip the rail if your too close and if your too far say your doing a fs 270 you should land on your tail and slip off. With tail press and nose press they should use a system similar to skate's manual system, where if you go to tailpress but you dont pull back it should sit flat, same with if you pull back too far you slip back, or with nose press same thing, your guy wont press if you dont push forward but will fall if you push too far, and doing this while you have to balance between slipping off left or right and holding the press would make it sick. If you twist into an over crook or overcrook, or fieble or smith (crook stuff nose, fieble, smith tail) you should catch on kink rails unless you are pressing it. Dealing with the kink rails, from what I understand there is a thing where you bend your knees n stuff to ollie. This should come into play with down flat downs and flat down flats. Say you hop in a frontboard on a dfd bar, not only should your balance play a role to where if your in the middle of the board you should have the balance bar in the middle when you hit the kink (having it off to a side will cause you to slip off) but you should have to slightly bend your knees. If you dont at all you should catch and if you do too much maybe you would slip forward just fall forward off the rail. Same with if your pressing, you should have to land in the press and pull back a little more to absorb the kink and let off a little on the last down to hold the press all the way through or you lose the points. Obviously all that would be extremely difficult to pull off something like that in a game but it would make it a lot of fun, it would add to the realism and would help kids appretiate things like frontboards through kinks or solid press' through kinks. It would bring out the basic tricks, but it would make it really difficult to throw like a 270 onto a kink bar and hold through it. I think it'd add to the game as far as online goes because then again, the video parts people come up with could be a ton better, it'd make you have to be cordinated (as far as pumping through kinks) just like with snowboarding where its trial and error with tricks until you can lock them solidly everytime.