Something I notice when playing the
timers is that you have to be extremely precise with your rotation when going into curves. Depending on both the angle at which you enter the curve itself, and the angle of your rocket. But this applies to all modes really, getting your rocket knocked into a weird (often lethal) rotation is not fun.
If you come in at a steep angle you're almost guaranteed to just bounce off. Which is how it's supposed to work without any sort of shock-absorbers in the rocket. But in
timers you can't always choose your angle, you have to go with what you can get.
But if each of the spikes could absorb and soften the collision, a lot of deaths could be prevented. Here's a image to illustrate what I mean:
in case A) this is how it is currently. The angle the rocket approaches the curve is too steep and hitting the wall will result in a sudden twist of the rocket and you're basically catapulted into the wall.
in case B) when the spike hits the wall, it sinks into the ship and absorbs part of the shock, the rocket still gets twisted but not nearly as much as before. But most importantly you don't get shot off the wall immediately and have a chance to actually enter the slide thanks to the suspension keeping you in contact with the wall.
Well, I don't know if it's better or worse in the long run to have this in the game. I just feel I'm dying an awful lot to weird mini-bounces when I touch any surfaces.
Basically what this does is make the entry-angle into a successful landing of any kind a lot wider.