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This has probably been discussed many times before. But this is my wish list of features for future version of GT (and possibly for GT4). Maybe the PS3 will enable these things to be reality:
Track/Envoirnment
1. Enviornmental Effects - Leaves (apparently on GT Conecpt in the Autumn Ring), dust, gravel.
2. Localised track surfaces - traction differences in Pot holes, bumps, manhole covers, puddles. Plus, the marbles effect when certain cars are racing. Sega Rally 2 seems to have puddles that have an impact on handling. I seem to think Papyrus' Indycar Racing 2 modelled the racing line 'marbles effect' where getting off line made things really slippy.
3. Real-time lighting changes linked to the console system clock (as Animal Crossing and Zelda Ocrina of Time).
4. Variable weather - Rain (with windscreen wipers (as Colin McRae Rally 3+)
5. Temperature & air pressure - with its effect on grip levels, tyre wear and effectiveness of engine power.
Car
1. Real 3D dashboard - cabin view - as GTR, LiveforSpeed, Racer etc.
2. Head Inerta (as Psygnosis' F1 series)
3. More simulation of car health - Oil Pressure, Engine Temperature. (as Geoff Crammond F1GP series)
4. More simulation of technical problems - Oil Leak, Overheating, Punctures and subsequent graphical effects - smoke from the engine bay, wheels rolling down the track etc... (again, as Geoff Crammond F1GP series)
5. Car damage (much requested
) this looks to have been done very well in the new S2 release of Live For Speed.
6. Failure of suspension components and other components due to driving the car hard. Maybe each major component in the car could have a 'wear indicator' that showed how much life was left in it. This would fit well as a penalty when buying a second hand car - a penlty which didn't really exist with versions of GT with 2nd hand card. This would also have budget conserderations while you were racing; if components had to be replaced. A driving stragtegy that balanced speed with being gentle with the car, to minimize wear and damage, would then have to be adapted.
Physics
1. Car rolling Physics.
2. Better impact physics.
I think the policy that DP tend to follow is that if it can't be modelled/displayed in an extremely high quality way then it stays out of the game. I respect this and I think this has served them well, but in future this will become less of an excuse.
What would you like to see?
Track/Envoirnment
1. Enviornmental Effects - Leaves (apparently on GT Conecpt in the Autumn Ring), dust, gravel.
2. Localised track surfaces - traction differences in Pot holes, bumps, manhole covers, puddles. Plus, the marbles effect when certain cars are racing. Sega Rally 2 seems to have puddles that have an impact on handling. I seem to think Papyrus' Indycar Racing 2 modelled the racing line 'marbles effect' where getting off line made things really slippy.
3. Real-time lighting changes linked to the console system clock (as Animal Crossing and Zelda Ocrina of Time).
4. Variable weather - Rain (with windscreen wipers (as Colin McRae Rally 3+)
5. Temperature & air pressure - with its effect on grip levels, tyre wear and effectiveness of engine power.
Car
1. Real 3D dashboard - cabin view - as GTR, LiveforSpeed, Racer etc.
2. Head Inerta (as Psygnosis' F1 series)
3. More simulation of car health - Oil Pressure, Engine Temperature. (as Geoff Crammond F1GP series)
4. More simulation of technical problems - Oil Leak, Overheating, Punctures and subsequent graphical effects - smoke from the engine bay, wheels rolling down the track etc... (again, as Geoff Crammond F1GP series)
5. Car damage (much requested
6. Failure of suspension components and other components due to driving the car hard. Maybe each major component in the car could have a 'wear indicator' that showed how much life was left in it. This would fit well as a penalty when buying a second hand car - a penlty which didn't really exist with versions of GT with 2nd hand card. This would also have budget conserderations while you were racing; if components had to be replaced. A driving stragtegy that balanced speed with being gentle with the car, to minimize wear and damage, would then have to be adapted.
Physics
1. Car rolling Physics.
2. Better impact physics.
I think the policy that DP tend to follow is that if it can't be modelled/displayed in an extremely high quality way then it stays out of the game. I respect this and I think this has served them well, but in future this will become less of an excuse.
What would you like to see?