Lomic
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- Concarneau
- Lomic2
While GT7 is fundamentally a very good game, there are things that need to be improved in the future. I already posted elsewhere on the forum that the game needs adjustable camshaft profiles and boost control mapping, but I do have more to add than that. First of all, overweight SUVs and EVs are pointless in a game revolving entirely around closed-track competition. I can understand having small basic hatchbacks and mid-sized sedans/wagons, the SUVs and the EVs though need to either go or be accompanied by an open world. (In the case of open world, I 'd like to see a non-random traffic system, where each car has a starting point and a destination and may carry one or more passengers alongside the driver.)
As for the closed-track competition and more specifically the single-player part, I 'd like the AI drivers to progress through the events along with us, rather than having either the exact same car every time or something completely random. So, depending on what position each AI driver finishes, they win the corresponding amount of Credits and can thus upgrade their car, although each of them might have a different tuning strategy, which could mean that someone relying too much on power may lose a lead to a more handling-focused driver as we go through the different events.
Another idea I have is about the used and legendary markets. Rather than have a pretty much specified and limited amount of slots, why not have the ability to set our criteria and have the corresponding dealer show us what 's available? For example go to the used car dealer and ask them for a 1990s Japanese FR, so they can come up with a list that might contain a black Supra A80, a red Silvia S14, maybe also a silver Silvia S14 etc (different rarity of models can be applied, still it would be good if the game can always ensure there 's something available for at least one unlocked but not yet completed competition). Perhaps also making the not owned cars a bit more common could work well, just to reduce waiting times and help completionists get a 100% collection sheet.
Regarding the "brand central" section, I 'd give each brand its own distinct dealership, with appropriate aesthetics (maybe cooperate with the brands themselves on that front?) and the ability to walk inside the building rather than sliding through an oversimplified menu. Though in this case, rather than asking the dealer what 's available and hoping for luck's help, we 'd be able to see the available models and choose interior and exterior colours (independently this time) and maybe things like rims or other options depending on the model. This way a smaller car count won't really hurt the game, provided that the car list is better-focused on what the game will be.
For the career I did see some good ideas on this thread. I also favour the idea of a revokable Sport mode licence that will depend on how good a sport the player is. If I had to design something from the ground up, it would start with the basic driving licence. I understand there are people who don't like the licences, but for the sake of realism I 'd put this basic licence before anything else. It would be basic after all, not that hard to obtain if you 've got some idea of what you 're doing. I 'd even employ an instructor sitting aside the driver and handing out advice as necessary, just as it happens in real-life driving lessons as far as I remember. In general I 'd try to make the game a somewhat more realistic and organic experience, respecting the "real driving simulator" slogan.
For the end I left something that might be just me, but still I have to add it. I notice that on most cars the aero kits don't seem to fit properly, featuring ugly panel gaps that mess with the lines. Also, the custom wings for several cars are aesthetically unacceptable, in some cases even the low ones. Same goes for certain wide body kits as they look unfinished or just tacked on. I would like more elegant and aesthetically harmonic visual customisation. But again, this might be just me.