- 7,772
- Yorkshire
- ScapeGoat4U
- WhippingBoy
The Idea:
If you added Practice & Qualification to Career Mode in Gran Turismo, then programmed the game to work out the average lap time from the players fastest ones during Practice, the game could then automatically adjust the AI drivers pace to match the speed of the player for the race.
This way, the game would tailor the speed of the AI drivers to the player, & there would be no need for the annoying rubber band effect which is ruining the GT series for many of us. Rubber banding could still be included as an option, which could be turned on or off by the player & have it's strength adjusted (in increments of 1 to 10). With rubber banding off, if the player makes a mistake & spins out they will never be able to catch the leaders & win. This will give Career mode replay value, a reason play the event again & not just grind it.
In the early Amateur races there could also be a larger speed differential ratio so that some of the AI drivers are slower & some faster (as fast as the player). This would simulate the different speeds of drivers you get in real world beginners events, making the races challenging yet still winnable. As the player moves on to the more pro events, this differential would gradually decrease & the AI drivers would be on a much more similar pace, simulating the competitive fields of drivers found in the higher echelons of motorsport. If the player wants an extra challenge, there could also be an option to expand the differential ratio & make some of the AI drivers slightly faster. If they want less of a challenge, or want to compete against an AI driver that's been set to their pace but that's been given a faster car, they could make the AI slightly slower.
Possible Problems:
1) When recording & working out the players average lap times from Practice, the game would have to disregard laps where the player had made mistakes or not yet tuned the car to it's full potential, this would have to be accounted for somehow.
2) The fastest AI drivers in GT games are too slow to give many players sufficient competition (like in GT5's 1 make races), you'd have to find someway of making them even faster.
3) Players could sandbag by slowing down during Practice in an effort to make the AI slower during the race. One solution would be to disqualify a player from participating in the race if their Qualification time is significantly faster than their best Practice times.
4) Players might want to skip Practice & Qualification, & they should be given the option to do that. One solution would be to set the AI for the first race in a championship quite high, work out the players average lap time from that first race, & then use it to set the AI drivers speed for the next race. If players skip Practice, & Qualifying, they'd no longer be allowed to tune between races, this would stop them from getting around the auto AI setting.
Any thoughts regarding the idea? Any potential problems with the idea, & possible solutions? All constructive criticism is very welcome!
If you added Practice & Qualification to Career Mode in Gran Turismo, then programmed the game to work out the average lap time from the players fastest ones during Practice, the game could then automatically adjust the AI drivers pace to match the speed of the player for the race.
This way, the game would tailor the speed of the AI drivers to the player, & there would be no need for the annoying rubber band effect which is ruining the GT series for many of us. Rubber banding could still be included as an option, which could be turned on or off by the player & have it's strength adjusted (in increments of 1 to 10). With rubber banding off, if the player makes a mistake & spins out they will never be able to catch the leaders & win. This will give Career mode replay value, a reason play the event again & not just grind it.
In the early Amateur races there could also be a larger speed differential ratio so that some of the AI drivers are slower & some faster (as fast as the player). This would simulate the different speeds of drivers you get in real world beginners events, making the races challenging yet still winnable. As the player moves on to the more pro events, this differential would gradually decrease & the AI drivers would be on a much more similar pace, simulating the competitive fields of drivers found in the higher echelons of motorsport. If the player wants an extra challenge, there could also be an option to expand the differential ratio & make some of the AI drivers slightly faster. If they want less of a challenge, or want to compete against an AI driver that's been set to their pace but that's been given a faster car, they could make the AI slightly slower.
Possible Problems:
1) When recording & working out the players average lap times from Practice, the game would have to disregard laps where the player had made mistakes or not yet tuned the car to it's full potential, this would have to be accounted for somehow.
2) The fastest AI drivers in GT games are too slow to give many players sufficient competition (like in GT5's 1 make races), you'd have to find someway of making them even faster.
3) Players could sandbag by slowing down during Practice in an effort to make the AI slower during the race. One solution would be to disqualify a player from participating in the race if their Qualification time is significantly faster than their best Practice times.
4) Players might want to skip Practice & Qualification, & they should be given the option to do that. One solution would be to set the AI for the first race in a championship quite high, work out the players average lap time from that first race, & then use it to set the AI drivers speed for the next race. If players skip Practice, & Qualifying, they'd no longer be allowed to tune between races, this would stop them from getting around the auto AI setting.
Any thoughts regarding the idea? Any potential problems with the idea, & possible solutions? All constructive criticism is very welcome!
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