- 816
- Albuquerque, NM
- jswilli1 / GTP_jswilli1 (GT5 only)
- jswilli1
I have heard several debates on whether GT5P should have damage implemented while others say just focus on more cars and tracks. I was very excited at the thought of having damage included in the game until I started actively tuning the cars. I hope that if damage becomes a reality that it can be actively be turned on or off as an option. It is a no brainer that the damage will look stunning but how realistic will the driving physics of the car actually be? In a beginner level with no tuning damage physics would be a relatively easy task. Now take the intermediate or pro level where tuning plays a major role in the cars physics and how it handles on the track. Take it a step further and add in the driving aids along with standard or professional physics and it gets even more complex. I wonder how many people will be dropping out of the race after a really good hit or a really nice wall shot? All of us within this forum have tuned a number of cars and understand how slight adjustments can make or break a good tune. With that said I wonder what the GTLM (carbon fiber), Corvette (fiberglass), or the F2007 would look like after a really good hit not to mention how the cars handling will react? How would the F2007 react to damage taken to the front or rear wing especially if it was none existant - I guess race over in that case?
With GT5P being as competitive as it already is, will adding damage take the competive edge away? Going 5 to 7 laps with a busted up car may turn out not to be very much fun after all?
With GT5P being as competitive as it already is, will adding damage take the competive edge away? Going 5 to 7 laps with a busted up car may turn out not to be very much fun after all?