Coaching

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JohnBM01

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For veteran players of GT games, you know that you can either win a race, or lose one. When you win one, you're the happiest person ailve, and you look forward to the next event. When you lose one, you analyze why you lost the race, and what you can do to improve on the next race. I can recall the SSR11 normal endurance from GT1. I was racing the 3000GT LM car as I was racing against the Kunimitsu NSX. At lap 29, I was trailing thanks to an error on my part. That NSX passed me and won the race. Then I can recall all the club racing I been doing at Grindelwald in GT2. At the lower ranks, I kept getting the last few sections wrong and lost the race several times. GTPlanet, this time I ask if you think coaching would be a good idea.

If a "coaching" mode is allowed, you can access a new option called "Overview," which gives you detailed analysis as to how the course is constructed and what techniques you can use based on your car. I don't really think voice-overs do much of a difference, and since each track is different, I think text call-outs will work fine for giving advice as to how to win a race, how to race the track, and even how to set up your car. If it isn't allowed, you'll have to learn everything on your own. I think you may need to refresh yourself to each track. I know I do. My favorite track is Tokyo R246 because it is technical and fast, rather than the fact I like Tokyo. Even I enhance some of my skils in racing.

So coaching. If such an option were allowed, what would you want to make it effective?
 
Perhaps another another idea to add to the coaching idea you've suggested would be to include an ideal racing line for each track that you could access in the free run sessions.

In some of the license test in previous GT's there has been a suggested line to take through the corners with blue, white and red sections to indicate when to accelerate and brake.

Perhaps if this was available to to use as a practise/trainning aid it could help players come to grips with the tracks (new and old). Considering the number of cars (and their different levels of performance) it could be difficult to have an acurate lap for each car but it would at least help players understand the ideal lines through the corners.
 
You'd have to force them to use one car basically, because the acceleration, braking and turning points are unique (reasonably) to each machine. You know what you get then? A License Test!

Seriously, that's what we've got the License system in place for. You don't know where the racing line is? Well it'll show you, and if still can't figure it out in another situation after completing that, then you're stupid. It's not that complex a concept to warrant such a system. You keep ****ing up a track, go do a free run for a while, try an Arcade Race in your normal GT Mode machine. You can then pick the level of competition and restart as much as you want. What more could you possibly need?
 
Actually Eagle you make some good points.

I think i was a little off before. My idea isn't that good after all, oh well.....:dunce:
 
This is prety much the same way I was going back in the School mode/License test Topic you created..... So I'll just give you my opinion again but into much detail... This should be in the "School Mode" of GT4 but for each track..Like you said you take a car and the computer tells you where to start brakeing and accelerating... so on and so forth, once you take a spin around the track, maybe like one lap... the computer will then show you.. in a replay type deal where you messed up (braking, turn too wide etc..) This way people, new and old could go back and learn how to do it the right way and see where they get messed up at, because I don't care how great yuo are at the GT games noone is perfect and this way it could give you a great tip/chance on how you could do a quicker lap or shed some time off of your "best lap" .... This proably wouldnt exactly be under the school / license mode but would be a great addition none the less.
 
Listen guys I agree with Eagle.The early license tests have the correct line shown on the track. For the license tests after that you can watch the demo to check things out. If you cant work things out after that you do not deserve to own the game.
License tests are enough. Please do not fill the game up with rubbish like coaching classes.
 
Rport03: The whole point is to learn to drive a track as perfectly as possible. You learn by trial and error where the best braking point is, where the best line is. Having someone show you these things straight up ruins the challenge and the fun in it, and most of all, the sense of accomplishment that comes when you flash across the line, knowing you nailed every braking point, every apex, every sector, and just put together a simply phenomenal lap. That's what a lot of racing is about.
 
A bit of what I meant about coaching is that maybe you'll see a dialog just above reminding you of certain aspects of the track. For example, let's take Tokyo R246 during a replay. The replay would come in like an instructional video. So for Turn 1, a dialog would come up saying "be sure to downshift a lot and use mid-to-heavy braking, then take the curb and accelerate hard out of the turn." Or maybe heading into Intermediate 2, a dialog will say "use full speed throughout this long backstretch. You can take the chicane at full speed, but prepare to brake moderately for the next, sharp corner."

But in the course of a race or a license test, the demo car (especially in license tests) will compare your times at braking and at acceleration and tell you what you did wrong or what you've done right. During the course of a race, if you don't do very well at one such section, when you get to that turn, a dialog will tell you what you have to do depening on what car you have. It would also be interesting if you can actually trace what parts of the track you are having trouble on before a race begins. But I think this should be done at the "Home Garage" so you can better race the track.

Some like it, some don't, but it can be a valuable asset to those looking for a sort of learning curve.
 
Originally posted by JohnBM01
So for Turn 1, a dialog would come up saying "be sure to downshift a lot and use mid-to-heavy braking, then take the curb and accelerate hard out of the turn." Or maybe heading into Intermediate 2, a dialog will say "use full speed throughout this long backstretch. You can take the chicane at full speed, but prepare to brake moderately for the next, sharp corner.

If you wish to see this information on the demo replay (license tests and time trials) you can by turning it on in the option menu. You can display the accelerate / brake graph, steering indicator, speed, gear details etc. Why do you need it as written dialogue when it is already graphically represented.
What you suggest would be a waste of disc space.
 
A blow-by-blow, after-game analysis?

Naa, we learn by doing. We don't need a slap on the back of our heads, too.

Cheers,

MasterGT
 
I don't care for the coach idea, as you described John. The License Tests are the only coach needed. You adapt what you've learned there, and apply them to the rest of the tracks and courses.

Your idea is much to complex. But, what I do like is the addition of a coach that will help you with your car's setup. For example, gear ratios, spring rates, shock bound levels, ride height, camber angles, toe angles, etc. It would be great if he could tell you what setting would give you the fastest possible lap time for whatever car you're in, and for whatever course you're on.
 
I think the only way we'd see this sort of system implemented is in much the same way they presented the extra video tutorials in UT2004 - on another DVD. Too many people won't use this tool to warrant wasting true game disc space... And that's something else I've been wondering about - we're starting to push the limits of DVDs, when are we going to get games spanning discs again?

As for a 'guide' to setting up your car, read the explanation of each car setting and component. It perfectly outlines the effect is has on the car. If you still don't get it, you test it. If you still don't understand, you stop pretending you can tune a car and either get some settings from someone online or just race the damn thing stock. In the case of most LM cars, that'll be perfect for a majority of people - they don't need to tune them any further. If they're keen to, they'll learn.

How can you honestly add a tuning guide for every car, for every track, that's like, 400,000 possibilities, maybe more? We all drive in different manners too, it'd be impossible. So you'd wind up giving people a generic reference setup, something most people could use and adapt... Hey, wait, what do we have now?
 
PD wouldn't have to use this coaching feature for every car. They could use it for the LM race cars only, or other similar race cars, like JGTC, GTS, LM, etc.

What would be necessary is a way to let the user know what car set up is proper for a certain style of racing. The two big different styles would be fast on turns, or fast on straights. Having the coach set up your car instantly for these two racing styles would save you tons of time in setting up, and testing the car. Remember, the coach would be a luxury item possibly for purchase with a million credits.

OK, so we have about 80 cars, two set ups each, on say 50 different tracks (remember that some tracks are reverse tracks, and not much car set up difference is needed.) That would be around 8,000 settings that the coach could provide you. I think that is very possible.
 
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