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F1 2016 Game Ideas
TAKE MY MONEY!!!A goldfish...
How, exactly, would that work without being a quick-time event?Manual pitstops
I assume that this would be skippable? Even dedicated fans like myself would have no time for it.Reconnaissance Lap (lap around the track from the pits to either the pits again or the grid before the formation lap)
The current generation of cars don't stall.Stalls at start of race
The current generation of cars don't stall.
And how would all of this work on a controller?
Feels too much like another request for a hardcore simulator, which isn't going to happen. The casual gamer won't respond to it, given that it will have a ridiculous learning curve. Even dedicated fans of the sport like myself won't want anything to do it - when I get home after a stressful day, I want to jump in a McLaren and lay down a few laps of Interlagos. I don't want to need an engineering degree just to get the car moving.
How, exactly, would that work without being a quick-time event?
Id like to see a cap throwing mini game and a driver dance off during very wet sessions.
It's still a quick-time event, and therefore hirrible.The system in F1CE was pretty cool. Just requires a few user inputs at exactly the right time to add a human element to it, otherwise the pit stops seem a bit scripted.
It's still a quick-time event, and therefore hirrible.
A quick-time event. Or "press X to not die".I don't know what that means...
A quick-time event. Or "press X to not die".
No, it's horrible. Gamers hate quick-time events. There's no strategy, just button-mashing.at least it would bring a bit of strategy and variability into it
Codemasters haven't confirmed it yet.By the way, when is this supposed to launch? Will it be early season like they promised for F1 2015 so that we can follow the actual season?
No, it's horrible. Gamers hate quick-time events. There's no strategy, just button-mashing.
Codemasters haven't confirmed it yet.
I think it's more likely to be omitted due to the amount of time that it would take to code.I doubt it would ever be implemented, due to the casual focus of official F1 games.
A better way of doing it would be to imitate the setup and repair options from Colin McRae Rally 2.0 - you got one hour to set the car up and repair it. Each individual component had a time value attached to it, so if you had a lot of work to do, you had to prioritise; did you fix the gearbox, or the electronics? Fixing the gearbox would mean a smoother run, but if the final stage was run at night, you would have to contend with flickerimg headlights. Fixing the headlights would give perfect vision in night stages, but the gearbox problems would get worse and eventually cost you time.
When you enter the pits, time could slow right down, like VATS in Fallout 4. You could then choose what you wanted done, but each action would add time to your stop. You could improve your time by opting to boost the performance of your pit crew, but this would increase the error margin - the more pressure you put on your team, the more likely they are to make a serious mistake.
This could tie into an RPG-style management section, like Mother Base in Metal Gear Solid V: The Phantom Pain. As you meet R&D objectives and complete extra challenges (such as bettering your Q1 time in Q2 and your Q2 time in Q3), like the sponsor objectives in Dirt 3, you can hire more and better staff for your garage. They could provide better feedback, be more effective and less error-prone in pit stops, and generally improve your overall performance - but if you start failing objectives, morale will drop, dissatisfaction will set in, and eventually your staff will leave.
That's exactly what I'm thinking of. I imagine that they would fall into five categories: pit crew (who work on the car in stops), mechanics (who work on the car in the garage), engineers (who provide feedback and help with setup), designers (who improve your R&D), and management (who sit on pit wall and improve the overall effectiveness of the team).It'd be cool if each team had a list of staff, each with their own specialties (like the stats in MGS), with the bigger teams having staff with the best stats
I imagine that you could only unlock him after winning the World Championship, and then complete a season where you achieve every single objective. It would also come with an achievement.(Newey would have epic stats lol)
That's exactly what I'm thinking of. I imagine that they would fall into five categories: pit crew (who work on the car in stops), mechanics (who work on the car in the garage), engineers (who provide feedback and help with setup), designers (who improve your R&D), and management (who sit on pit wall and improve the overall effectiveness of the team).
I imagine that you could only unlock him after winning the World Championship, and then complete a season where you achieve every single objective. It would also come with an achievement.
But for the most part, I think that you would get random names.
Five categories works for me, because teams are limited to eighty personnel on a weekend, and so you would have to manage finite resources. So I know that separating pit crew and mechanics is taking a liberty with it, but you have to balance out your pit crew's ability with preparation time - you can have faster, error-free stops, but it means taking longer to prepare cars.That sounds about right to me, except I think the mechanics shouldn't be separate from the pit crew