I'm sure I'm not the only one who's ever thought of this would and think it would be cool to have in game... but it just seems like "cheating" too much to be a reality.
Well, I've thought about a way that I think would pretty fair to implement a feature such as waypoints on a file.
And what I mean by "waypoints" is a certain time in a song you may have a achieved a AAA up to a certain number of times, but you keep ruining your AAA run in the last portion of the song, and because the intro of whatever song you're playing is just pure AAA fodder you could do it in your sleep you've played the file so many times, but you can't stand practicing playing it enough to nail the ending.
I tried my best to think of a *realistic* way to have a feature like this implemented.

In the above picture I added in 2 waypoints at approximately 33% and 66% of the way through the file, and added the last waypoint in there just for visual effect (last waypoint is pointless for all intents and purposes of the system).
My idea is that if you are able to play through the first 33% of the file and AAA it 10 times in a row (because face it, if you're able to AAA the intro [first 33%] of a file 10 times in a row it's AAA fodder) and have the score recorded (hitting the reset button on Velocity's engine should reset the waypoint counter to 0) you can now select to play that file and start from 33% of the way in (with maybe a 2-3 measure intro before arrows are shown again).
The numbers next to the colored indicators are a ticker showing how many times you've achieved a AAA past that waypoint. Getting anything aside from a perfect resets it to 0, and hitting the reset key on Velocity's engine resets it to 0 as well. Only scores that are submitted to the server count.
I don't think it would be fair to have the 66% marker highlight to Green and become "Open" if the player started the file from Waypoint 1 though. The waypoint tickers should only count if the song is played from intro to whenever they fail out or complete the song.
Thoughts? Opinions? Suggestions?
Well, I've thought about a way that I think would pretty fair to implement a feature such as waypoints on a file.
And what I mean by "waypoints" is a certain time in a song you may have a achieved a AAA up to a certain number of times, but you keep ruining your AAA run in the last portion of the song, and because the intro of whatever song you're playing is just pure AAA fodder you could do it in your sleep you've played the file so many times, but you can't stand practicing playing it enough to nail the ending.
I tried my best to think of a *realistic* way to have a feature like this implemented.

In the above picture I added in 2 waypoints at approximately 33% and 66% of the way through the file, and added the last waypoint in there just for visual effect (last waypoint is pointless for all intents and purposes of the system).
My idea is that if you are able to play through the first 33% of the file and AAA it 10 times in a row (because face it, if you're able to AAA the intro [first 33%] of a file 10 times in a row it's AAA fodder) and have the score recorded (hitting the reset button on Velocity's engine should reset the waypoint counter to 0) you can now select to play that file and start from 33% of the way in (with maybe a 2-3 measure intro before arrows are shown again).
The numbers next to the colored indicators are a ticker showing how many times you've achieved a AAA past that waypoint. Getting anything aside from a perfect resets it to 0, and hitting the reset key on Velocity's engine resets it to 0 as well. Only scores that are submitted to the server count.
I don't think it would be fair to have the 66% marker highlight to Green and become "Open" if the player started the file from Waypoint 1 though. The waypoint tickers should only count if the song is played from intro to whenever they fail out or complete the song.
Thoughts? Opinions? Suggestions?










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