What new things should Nintendo add in Mariokart 9 (Next Mariokart)

Another thing regarding Spiny Shell vs Blue Shell

Blue Shell has the acronym BS so that's another reason I like that name.
 
Character alts that have slight stat changes. Villager does this in MK8. Why shouldn't Metal Mario just be an alt for Mario, with different stats?
 
I think because he's in a completely different class out right. No other alts like Villager or Tanooki Mario gets a different class change, only minor differences between each other.
 
Baby Luigi said:
I think because he's in a completely different class out right. No other alts like Villager or Tanooki Mario gets a different class change, only minor differences between each other.

Pretty much this. The Fire Mario, Ice Mario, and Flying Mario power-ups don't affect Mario's weight in any way. The Metal Mario power-up literally makes Mario too heavy to swim, and he doesn't even take any damage if a Thwomp crushes him.

Of course, the biggest sense of irony is knowing that Gold Mario is an alternate Metal Mario palette, and yet Gold Mario has never demonstrated having Metal Mario's heavyweight properties or damage resistance; he could still swim like normal, and is not impervious to enemy attacks.
 
I get the feeling the developers care little about using whatever traits a character had in the platformers to decide their stats in Mario Kart.
 
Luigi 64DD said:
I get the feeling the developers care little about using whatever traits a character had in the platformers to decide their stats in Mario Kart.

Even if that were the case, all the alternate Yoshi and Shy Guy colors did not have any stat differences. Villager was pretty much the only character in Mario Kart 8 with an alternate palette that has different stats.
 
This thread sure hasn't seen much action lately, so I might as well input some speed multiplier mechanic concepts that I have...

Speed multiplier affects all forms of mobility; ground speed, water speed, air speed, and anti-gravity speed.

00: 0.9375
01: 0.94375
02: 0.95
03: 0.95625
04: 0.9625
05: 0.96875
06: 0.975
07: 0.98125
08: 0.9875
09: 0.99375
10: 1

Speed multiplier is determined by the vehicle's traction stat.

1.00/6: 0.9
1.25/6: 0.905
1.50/6: 0.91
1.75/6: 0.915
2.00/6: 0.92
2.25/6: 0.925
2.50/6: 0.93
2.75/6: 0.935
3.00/6: 0.94
3.25/6: 0.945
3.50/6: 0.95
3.75/6: 0.955
4.00/6: 0.96
4.25/6: 0.965
4.50/6: 0.97
4.75/6: 0.975
5.00/6: 0.98
5.25/6: 0.985
5.50/6: 0.99
5.75/6: 0.995
6.00/6: 1

Speed multiplier is determined by the vehicle's traction stat.

1.00/6: 0.6
1.25/6: 0.615
1.50/6: 0.63
1.75/6: 0.645
2.00/6: 0.66
2.25/6: 0.675
2.50/6: 0.69
2.75/6: 0.705
3.00/6: 0.72
3.25/6: 0.735
3.50/6: 0.75
3.75/6: 0.765
4.00/6: 0.78
4.25/6: 0.795
4.50/6: 0.81
4.75/6: 0.825
5.00/6: 0.84
5.25/6: 0.855
5.50/6: 0.87
5.75/6: 0.885
6.00/6: 0.9

Speed multiplier is determined by the vehicle's traction stat.

1.00/6: 0.3
1.25/6: 0.32
1.50/6: 0.34
1.75/6: 0.36
2.00/6: 0.38
2.25/6: 0.4
2.50/6: 0.42
2.75/6: 0.44
3.00/6: 0.46
3.25/6: 0.48
3.50/6: 0.5
3.75/6: 0.52
4.00/6: 0.54
4.25/6: 0.56
4.50/6: 0.58
4.75/6: 0.6
5.00/6: 0.62
5.25/6: 0.64
5.50/6: 0.66
5.75/6: 0.68
6.00/6: 0.7

Traction stat value of 4.00/6 and below can't drift on medium off-road at all without turbo boosts.
Traction stat value of 4.25/6 can only drift on medium off-road without turbo boosts if the player has 8+ coins.
Traction stat value of 4.50/6 can only drift on medium off-road without turbo boosts if the player has 2+ coins.
Traction stat value of 4.75/6 and above can drift on medium off-road, regardless of the player's coin amount.

Speed multiplier is determined by the vehicle's traction stat.

1.00/6: 0.15
1.25/6: 0.1625
1.50/6: 0.175
1.75/6: 0.1875
2.00/6: 0.2
2.25/6: 0.2125
2.50/6: 0.225
2.75/6: 0.2375
3.00/6: 0.25
3.25/6: 0.2625
3.50/6: 0.275
3.75/6: 0.2875
4.00/6: 0.3
4.25/6: 0.3125
4.50/6: 0.325
4.75/6: 0.3375
5.00/6: 0.35
5.25/6: 0.3625
5.50/6: 0.375
5.75/6: 0.3875
6.00/6: 0.4

50cc: 0.8
100cc: 0.9
150cc: 1
Mirror: 1
200cc: 1.5

In 50cc, vehicles can't go faster than 80 km/h.
In 100cc, vehicles can't go faster than 90 km/h.
In 150cc and Mirror, vehicles can't go faster than 100 km/h.
In 200cc, vehicles can't go faster than 150 km/h.

Mini-Turbo: 1.08824
Turbo Boost: 1.17647 + ignores all off-road speed multipliers
Invincibility: 1.17647 + ignores all off-road speed multipliers
Slipstream: 1.17647
Tiny: 0.8625
Reverse: 0.25

The off-road speed multiplier concepts are basically an attempt to give the traction stat more viability. Higher traction would mean less speed lost when traveling on slippery roads or going off-road, which can potentially give certain lightweight combinations an advantage against the heavier combinations at certain race tracks.
 
memoryman3 said:
Your Coin Multiplier would mean that 150cc = 100cc when you are at 0 coins...

No it won't. In the 150cc, if the slowest combo travels at 80 km/h with 10 coins, it would end up traveling at 75 km/h with no coins. In the 100cc, the slowest combo would travel at 72 km/h with 10 coins.
 
MnSG said:
memoryman3 said:
Your Coin Multiplier would mean that 150cc = 100cc when you are at 0 coins...

No it won't. In the 150cc, if the slowest combo travels at 80 km/h with 10 coins, it would end up traveling at 75 km/h with no coins. In the 100cc, the slowest combo would travel at 72 km/h with 10 coins.

So max speed 100cc = Normal Speed 150cc then....
 
memoryman3 said:
Max speed for 100cc is 90km/h

That's much higher than the min speed of 72km/h for 150cc.

Actually, in the 150cc, 75 km/h would be the lowest possible top speed that any vehicle combination can acquire on normal terrain. The equations below pretty much explain the whole story.

1/6 speed + 150cc + 0 coins: 80 km/h * 1 * 0.9375 = 75 km/h
1/6 speed + 100cc + 10 coins: 80 km/h * 0.9 * 1 = 72 km/h

Also, when you look back at Double Dash!!, a 100cc Koopa King travels at a slower speed than a 150cc Toadette Kart.

Anyway, I'd suggest doing some math before saying such stuff.
 
I think coins should be removed in the next Mario Kart game. I don't want speed to depend on how many coins I have. That was fine in SMK and MK Super Circuit but I want it to be how it was in MK64, Double Dash!!, MK DS and Wii.
 
Or even make them increasingly rare depending on how many you have already, and prevent them from appearing in item boxes at all if you're maxed out at 10.
 
Keep the coins, but just don't put them inside the Item Boxes. We do need something that can at least help the slower vehicle combos get the upper hand after all.
 
Spinosaurus said:
I want a bike body that is a unicycle.

That would make a good minigame, like as in see how far you can get without falling over.
 
With double items I feel like coins in item boxes are justified now. It balances things out for first place.

Also, coins add depth to the game because they make a 1 speed combo a 5.5 speed combo. and a 5.5 speed combo a speed demon... :(

Even computers are affected by coins.
 
memoryman3 said:
With double items I feel like coins in item boxes are justified now. It balances things out for first place.

Unfortunately, double items can also be a curse for other players in that it can mean even more item spam onslaughts. It's bad enough dealing with a single set of Triple Red Shells, but adding an extra Red Shell to the mix literally adds extra insult to injury.

I know that MK8D lacks any item spy features, but having double items really isn't the best answer as it worsens the amount of item spam that can pop up.
 
What if one the two items is offensive and the other one defensive? Would that make it better?
 
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