Forza Motorsport 6 Mods: Explanation from T10

  • Thread starter Thread starter SlipZtrEm
  • 104 comments
  • 7,555 views

SlipZtrEm

can't kick this feeling
Staff Emeritus
Messages
27,387
Canada
Toronto
Messages
NewAesthetic
Messages
SlipZtrEm
http://forzamotorsport.net/en-us/news/fm6_mods

You know the basics of Forza Motorsport 6 – 450+ amazing ForzaVista cars to drive, explore, and customize; 26 tracks that include the best real-world racing circuits in the world. Genre-defining physics and vehicle dynamics, plus new driving conditions like rain racing and night racing. Great multiplayer features like hoppers and Rivals mode, as well as our brand new Leagues system designed to make the most of Forza 6’s 24-car multiplayer experience.



All of these features are integral to the biggest Forza Motorsport game yet. Today, we’re going to turn the spotlight towards a couple of newly added features that promise to bring a new level of challenge and fun to Forza 6: our prize system and our Mods feature.




Player Leveling




Leveling up in Forza Motorsport 6 is something to celebrate. By finishing races in the game, you’ll earn both credits and experience points. Earn enough XP and you’ll earn a new level, and each time you level up, Forza 6 will give you a chance to win an in-game prize. Similar to the prize spinner that was originally introduced in Forza Horizon 2, the prize spinner in Forza Motorsport 6 has a slightly different design (it’s grid-shaped, for example) and lets you see all the possible prizes you may win for each spin.



dd74d4fb-4501-416b-b298-03314b6d1e3c.jpg




During a prize spin, each grid will light up individually at random – the player stops the spin by pressing the A button, at which point the grid will light up five more times before settling on the final prize. The prizes vary: in-game credits, a variety of a brand new car that will be added to their garage, or Mod packs you can add to your growing collection (for more on Mods, see below). If you already own the type of car you win, you will be awarded a credit amount for the value of that car. New prizes are always being added to the spinner, so pay attention each time you get the chance to spin for a prize; you never know what you might win!



As in Forza Horizon 2, you can choose to spin immediately after you level up, or you can bank your spins and perform several of prize spins in a row.



7f7eb6ec-75a5-453b-b771-7aa0a21e038c.jpg






Mods




Mods are a new feature in Forza Motorsport 6, one that has been designed to bring a new layer of depth, challenge and fun to the career and free play races where Mods will be available to use. In essence, Mods give the player the chance to affect the race, whether through adding additional challenges, changing the handling of the car, or offering additional bonuses at the end of a race. In many ways, Mods give the player the chance to dare themselves to do better in a race, and reap the rewards if they are successful. We believe that players get more out of Forza, when they start turning the assists off and master their collection of cars. Therefore, Mods also create an additional “risk for reward” system to encourage experimentation with higher difficulty assist settings. Here we’ll explain what Mods are, how they work, and how you can make them work for you in your Forza 6 career.



First, Mods are game modifiers, similar to perks in Forza Horizon 2 or Skulls in Halo 4, that you can unlock as you play in Forza Motorsport 6. Mods can only be used in either Career or in Free Play modes – players cannot use Mods in multiplayer or Leagues races or in Rivals events. Mod packs can be won as part of the Prize spinner (described above) or purchased for in-game credits. Different Mods affect your race in different ways. Mods come in three main categories:



73a0e115-2cd8-495f-a67d-fe174aa94617.jpg




Dare




Dare Mods challenge the player to get out of their comfort zone and perform with specific driving requirements that will test their skills. Players will earn credits bonuses if they succeed in a race with a Dare mod added. All Dare Mods can be used as many times as the player likes, but only one dare can be used at a time. Higher level Dare Mods include more difficult challenges and much greater rewards. Also, because many dares lock the player into harder difficulty settings, the player gets double rewards for using them: first, the dare Mod rewards the player directly. And second, the locked assist setting continue to provide scalars as well – i.e. if the Mod give +15% cr for driving without STM and turning off STM provides +10% by itself, the player receives both scalars.



Some examples of Dare mods include:

· Severe Power Decrease – Power decreased by 8%. Hit the objective to earn +20% credits.

· Manual With Clutch – Manual transmission with clutch. Hit the objective to earn +20% credits.

· Back of the Pack – Start in 24th Grid Position. Hit the objective to earn +30% credits.



ea06fc69-1036-4c48-ace6-241d3ad96605.jpg




Crew




Crew Mods give the player a specific performance advantage during a race, depending on the Crew Mod used. Crew Mods don’t offer specific bonus rewards but can give players an advantage in a race, especially when going up against more skilled Drivatars or trying to optimize your car’s performance on a given track. These are like an extra level of tuning or upgrades. The player has to use strategy, knowledge of the track and knowledge of the car in order to get the most out of these Mods.



Some examples of Crew mods include:

· Chassis Expert -- -7% weight, +3% grip

· Braking Engineer -- +20% braking, +5% power



Boost



Boost Mods give the players a specific advantage during a race or a bonus for performing well in a race. Boost Mods might increase the total amount of credits you can earn after a race, or give you a bonus to XP or credits for performing certain in-game feats. Boost Mods can only be used once – after they are used in a race, they will be automatically discarded from your Mod inventory.



Some examples of Boost mods include:

· Pristine Drafting – Earn 3,000 credits for Perfect Drafts up to 18,000 credits.

· Ghost – Your car has no collisions for the first lap of this race.

· Superior Payout – Earn +60% credits for a single race




Rarity and Slots




All Mods have rarity ratings – the more rare the Mod, the more powerful effects it can have on your race or on the post-race bonus you receive. When obtaining Mod packs, you’ll be able to tell which packs have a better chance of offering rare cards, though you won’t be able to see which Mods are in a pack until you’ve opened it.



Once you have some Mods, you can use them in a race by adding them to one of three Mods slots available to the player before each race. Players can mix and match Mods across all three categories (Boosts, Dares, and Crew) though there are some limitations to how may Mods you can engage at once. You can only use a maximum of one Dare Mod per race, and/or one Crew Mod per race. Players can play up to three Boost Mods in a race. So, for example, you could choose to run three Boost Mods, two Boost Mods and either a Crew or Dare mod, or one of each type of Mod before the race begins. As you can see, the ability to mix and match cards means that you can create some powerful combinations of cards that can offer significant bonuses at the end of a race.



There’s an element of strategy to Mods usage that is sure to add some depth to your pre-race preparation. For example, you might not want to enable a Dare mod that handicaps your power on a wide-open track like Daytona, but a Boost mod that rewards you for Perfect Drafts? That’s just the kind of Mod that you can take advantage of on Daytona’s massive oval.



As mentioned above, Mods offer a new way to think about pre-race prep, and it’s important to note that Mods can only be used in Career or Free Play modes in Forza Motorsport 6. Mods cannot be used in multiplayer, Leagues, or Rivals events; in fact, Career lap times that feature Mods will be classified as “dirty” when appearing on that event’s Rivals leaderboard.



In all, Mods promise a new layer of depth, challenge and strategy for each Forza 6 player. We look forward to seeing how Forza players use Mods in creative ways to further enhance their Forza Motorsport 6 experience!

I wasn't a fan reading the beginning of this, but then, right at the end, I got here:

As mentioned above, Mods offer a new way to think about pre-race prep, and it’s important to note that Mods can only be used in Career or Free Play modes in Forza Motorsport 6. Mods cannot be used in multiplayer, Leagues, or Rivals events; in fact, Career lap times that feature Mods will be classified as “dirty” when appearing on that event’s Rivals leaderboard.

Now, I'm fine with them. It might not be very appealing to the "ARGH I BLEED SIMULATION" crowd, but I can see how it will appeal to gamers, and it won't hurt the competitive areas of the game that matter, IMO. Neat.
 
These mods remind me of how things used to work in the original and FM2. I'm definitely intrigued now.
 
Something similar to the prize spinner from FH2 is in F6!! Awesome! I love that FH2 prize spinner. :D

I was going to say mods are very similar to the skulls in Halo but thats exactly what they said. Also similar to the burn cards in Titanfall. The mods also remind me a bit of the A Spec mode From GT4. I always run with all assists off including manual with clutch and use interior view, so I can easily obtain some of those mods in F6.

The news for F6 just gets better and better every day. :)
 
Last edited:
What's the odd's on T10 charging real money for these "mods"

I can see these getting bought up alot...

Some examples of Crew mods include:

· Chassis Expert -- -7% weight, +3% grip

· Braking Engineer -- +20% braking, +5% power

Fifa Ultimate Team style!



I hope im wrong and T10 are not looking to fleece Forza fans even more.
 
I like the sound of having a collectible card game aspect to single player, may remove some of the monotony.

I don't know whether they charge for skulls in Halo. If not then I don't see why they'd do so in Forza. T10 are not EA.
 
What's the odd's on T10 charging real money for these "mods"

I can see these getting bought up alot...

Some examples of Crew mods include:

· Chassis Expert -- -7% weight, +3% grip

· Braking Engineer -- +20% braking, +5% power

Fifa Ultimate Team style!



I hope im wrong and T10 are not looking to fleece Forza fans even more.
I like the sound of having a collectible card game aspect to single player, may remove some of the monotony.

I don't know whether they charge for skulls in Halo. If not then I don't see why they'd do so in Forza. T10 are not EA.
T10 said that the mods can either be bought with credits or won via prize spins. Microtransactions, after seeing the mess FM5 had, is doubtful.
 
What's the odd's on T10 charging real money for these "mods"

I can see these getting bought up alot...

Some examples of Crew mods include:

· Chassis Expert -- -7% weight, +3% grip

· Braking Engineer -- +20% braking, +5% power

Fifa Ultimate Team style!



I hope im wrong and T10 are not looking to fleece Forza fans even more.

Seeing as how they've removed microtransactions, and the article states these are bought with in-game credits or won, I'd say somewhere between nil and zilch.

As silly as some of them sound (the "Ghost" one being the worst), since they only affect Career, and they automatically dirty your laps on leaderboards, I'm not too bothered. I've been using manual w/ clutch since the first day I started Forza, so I'll definitely use a dare that lets me earn even more for that.
 
Seeing as how they've removed microtransactions, and the article states these are bought with in-game credits or won, I'd say somewhere between nil and zilch.

As silly as some of them sound (the "Ghost" one being the worst), since they only affect Career, and they automatically dirty your laps on leaderboards, I'm not too bothered. I've been using manual w/ clutch since the first day I started Forza, so I'll definitely use a dare that lets me earn even more for that.

Had not realised they had removed micro-transactions that's amazing news!
 
I'm not sure I like the sound of it personally but I suppose I can avoid this particular facet of the game if I wish

I'm not a sim-snob though. I'm all for options :D
 
Sounds a bit naff to me. Don't mind the added challenge of having to start from the back or use manual with clutch but the stat boost mods really don't do it for me. But as long as they don't affect MP or leaderboards then there is no harm in it. Does make me a little worried about the general direction that T10 are taking the series in though. More gamey elements than sim elements.
 
All this is going to do is make me headbutt the table every time I don't spin a car or credits.

If we can buy (some) mods at the start of the game, I'll be shovelling some of my 25 million into that right away. I'll equip the mod that forces manual + clutch immediately, and start earning stacked bonuses from Race 1.

Any methods that can be used to game the system, I'll use. I'm not too concerned with the performance modifiers, I just like the idea of maximizing prize earnings.
 
I rather like them since they offer a wider range of gameplay by making it easier for those who aren't good at racing games and making it more difficult for those who want that experience. I also like how the rewards are adjusted accordingly.
 
Lol this is like those perks that always offered before the gameplay on almost every mobile game.

No offense.
 
I rather like them since they offer a wider range of gameplay by making it easier for those who aren't good at racing games and making it more difficult for those who want that experience. I also like how the rewards are adjusted accordingly.

They're definitely going to rile up the "H4RDC0RE SIMULATION ONLY" crowd, that's for sure.

FH2 has a similar setup, and that's an incredibly fun game. FM5 is dry as wallpaper (though the driving is excellent). So injecting some fun into the Motorsports series for those so inclined isn't the worst thing, IMO, and I can't overlook that this really is only for the Career.

The Ghost one is completely silly, though.
 
LIKE THE TOP GEAR CHALLENGES AND THE KINECT CAMERA FUNCTIONALITY, THIS IS FURTHER PROOF OF THE SLIDE OF THE FORZA SERIES INTO CASUAL MEDIOCRITY.
Dammit. Its not like GT does that with Moon Mission.

Plus, wow caps lock. Get a hold of yourself man :D Atleast you didnt use huge and bold fonts.
 
If the "mods" are things like 50% increased value when selling vehicles, or you've unlocked full race modifications for a particular car etc that would actually be useful.

I just don't want any silly Mario Kart mods!
 
I like the addition of these mods. It gives us more things to spend our cr on, mixes up the career a little bit and they are also completely optional - yet I've seen a lot of complaining (not here, but in other forums) about a feature that is optional! Hopefully they update mods and add new ones in post-launch - it would be cool to see mods that lengthen your career races or make you use a stock car or something along those lines
 
They're definitely going to rile up the "H4RDC0RE SIMULATION ONLY" crowd, that's for sure
Is anyone under the illusion that the Forza series is a 'hardcore simulation'? I'm not knocking FM, I speak as someone who's pro-ordered the Ultimate digital edition and looking forward to it very much :cool:
 
I think it's a very nice move similar to the perks on FH2. It's optional and can add some interesting options like how to collect all mods, how to maximize your "hardcore play" pay, or overpowering your vehicle in single player just because :) etc.
 
At least the game offers something to the casual crowd that's entirely optional, like the driving aids. It's going to end up in the hands of plenty of casual gamers this Christmas and where they've been made to feel included, that's where the sales for future titles is going to be.

No point making it aids off by default and scaring people away instantly. I remember putting on 5, turned off the aids instantly, entered races in the S2000 and wondered what the heck was wrong. I didn't expect such a jump from 4.
 
Last edited:
VXR
I remember putting on 5, turned off the aids instantly, entered races in the S2000 and wondered what the heck was wrong. I didn't expect such a jump from 4.
This is exactly how I felt as well. Even picked the same car and everything. I felt as if I was a beginning driver all over again :lol:
 
Is anyone under the illusion that the Forza series is a 'hardcore simulation'? I'm not knocking FM, I speak as someone who's pro-ordered the Ultimate digital edition and looking forward to it very much :cool:

Basically, I think @Tornado's post is an on-the-nose parody of what we'll see in the main GT section.

This is exactly how I felt as well. Even picked the same car and everything. I felt as if I was a beginning driver all over again :lol:

Maybe it's because I played FM4 for another year and a half before getting FM5, but I wasn't massively thrown for a loop with the new physics. They were less forgiving, but the 1M is such a peach anyway. :p
 
Basically, I think @Tornado's post is an on-the-nose parody of what we'll see in the main GT section.



Maybe it's because I played FM4 for another year and a half before getting FM5, but I wasn't massively thrown for a loop with the new physics. They were less forgiving, but the 1M is such a peach anyway. :p
I was out of it for a while. I got my One a year ago, so FM5 was already out when I purchased it. Before that, however, I was already out of playing FM4 for a good while so I just wasn't doing to well when I started lol.
 
Seems interesting and could be fun; I have no problem with it. They're not ridiculous modifications either, just stat boosts, reductions or racing scenarios to make the player faster or slower. On a side note, I'd like to know when "simulation" and "fun" became mutually exclusive. It's a video game, and all of this is optional.
 
Back