Damage system in FM7

Maybe, but that’s a really weird use of “crack” as an adjective. Ntm how confusing it is because we’re talking about, uh, damage.

Doesn’t really bother me, though. Damage doesn’t matter much to me.

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I agree, “crack” is an unusual adjective to use.

oh man! from engine damage to aero damage to crackin’ jolly job

I am going to die here, before Bill tells me whats up :smiley:

(truth is what EpicEvan suggests makes way more sense from business pov than what I suggest. and what you suggest too. lol )

I’m going to have a stab and guess that it will be the same as every iteration before it. It sounds more like they’ve used the word crack as in awesome/really good. If you’ve seen them talk about the damage system before they always talk it up quite a bit.

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+1 MS are very good at what I call “PR talk”.

Remember FM5 with it’s “hundreds of next gen cars”. Sounded like 600 cars but was just over 200 at launch (300 after all DLC I believe). Haha technically in the hundreds but it sounds so much more than what it actually is i.e PR talk.

Hopefully in this case the damage system has had a major upgrade (it’s still very FM4), however I will remain reserved about it until we see more.

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worth remembering that still today, 4 years in, no other game has come with 200 cars out of the box, no game that is not called “forza” anyway…
let alone having such an extensive set of customization for every single one of them 200 cars…

:wink:

Gran Turismo 2 had 650 cars. Gran Turismo 4 had 722 cars. Gran Turismo 5 had 1,086 (246 “premium”). Gran Turismo 6 had 1,226 (388 “premium”). So, “no other game” is a bit of a stretch.

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But they all sounded like 1 Hoover!!!

Guys, a reminder, this is all my speculation on a hot Sunday morning drinking coffee.
As other people wrote, that quote could very well mean other things, and maybe more reasonable things than what I thought it might mean :smiley:

Don’t want to cause anybody get dissapointed. Damage calculation is already very good in the series anyways.
Cheers!

If the videos we’ve seen so far are any indication, then the biggest change to the damage system is the damage report that pops up in the right-hand corner that tells you which parts of teh car were damaged during a collision. I haven’t seen anything as impressive as the damage we had in FM2 and FM3 with bumpers and aero flying off and such.

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Loved that damage model. Parts coming off or hanging off would be more realistic. I loved that about Forza 3 as well.

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While its true only time will tell, if the damage model was really improved upon compared to past games and was anywhere near “class leading” they would’ve highlighted it at e3. If they spent that much time pointing out to everyone the shaking parts on the truck and that people will be able to hear parts rattling which are nothing more than cosmetic additions, im sure they would’ve showed any kind of major improvement to the damage modeling whether visual and/or performance wise.

Turn 10 are pretty consistent as to how and when they present new or improved features. They always highlight the major bullet points at e3. At gamescon they will continue to talk these main bullet points up and then add a little tidbit here or there on some other additions. The only issue i see this time around though is that there arent many of these bullet points compared to past titles.

“Crack damage system” probably just refers to any bumps or dings to the car body during the race affecting aerodynamics and performance. I doubt they took it all the way to the health and reliably of every engine component. Most races have cosmetic damage only by default. Would be nice if multiplayer were more punishing in terms of damage but I don’t see it happening across the board. Also, with most Forza races being so short part reliability won’t usually factor.

-k

I’m not sure if anyone is following this thread anymore, but I had an idea.

Forza may not be allowed to show super realistic damage on their licensed cars. For one thing, their ESRB rating may jump up because people are technically getting hurt (I mean if a car gets crushed, one wouldn’t walk away unscathed). Also, car companies may not want people to see their cars get destroyed. If I’m driving the GT2 RS and it crumples after an accident, I may question that safety of Porsche’s cars and the safety of the 911 specifically.

BUT, if that isn’t the case, I want to see real damage too

This. As much as we would all love to see realistic damage, no manufacturer wants to see their precious babies smashed up more than some minor crumpling. Even single series games like F1 only go as far as wing and suspension damage. The only titles I can think of currently that show off a somewhat realistic damage model are PCars and the Dirt series.

If somebody cared that much or questioned it then it should be something they would want to research in real life. A car is designed to crumple as it transfers the energy from an impact around you.

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Wow, forgot about this cracked damage entirely until I saw this. Really want some info on it too

Reference:

http://www.gamesradar.com/forza-6-not-collision-sim-burnout-wrecks-happen/

Forza 6 ‘not a collision sim like Burnout’ but ‘wrecks happen’
September 1, 2015

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Hopefully they have credit penalties at the end of a race for when you take damage. Say I damage my engine up to 90%, take away 5,000 credits from me but say a couple of scrapes should cost 1,000 credits or less.

Judging by this capture from an AR12 gameplay video, credits are not docked for damage :confused:

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