How about having "actual repair costs" when you wreck or get wrecked?

I’d prefer my gaming experience to be as real as possible. The rain, darkness, sounds, and the feel of the road is part of what draws me into the game. T10 spent all that time on the pit stop graphic (a waste if you ask me) but it doesn’t add any realism. Then we earn all these credits that at some point become meaningless. I’m over 200,000,000cr and the garage is packed. When we buy a car it has a cost. When we upgrade various parts of the car they have a cost.

My reasoning for this is two-fold. The first reason is it disposes of some of the credits. If the cost of the worn tires, damaged wheels, blown suspension, smoked clutch and destroyed bodywork is high enough then it balances the “income earned” from the race. As in real life, if you can’t race or drive clean your car becomes a money pit. If you can drive or race clean then you have a net profit and can afford upgrades and new cars.

The second reason would deal with intentional crashers and clueless drivers. In real life when a car gets totaled it’s done. You have to get a new one. There’s no way a bent frame is repaired by the pit crew. If someone intentionally wrecks someone and generally the car is totaled, they’ll be done with that car and have to exit the lobby to get a new one, buy upgrades and be ready to race. By then perhaps they’ll have cooled off and want to get back to racing. Unfortunately the victim in the crash would be in the same shoes. Unless the damage/sim dynamic can differentiate the front half of the car from the rear to allow for the victim to not be totaled. (the T10 programmers are professionals, right? that should be easy)

The result is wrecking and poor driving behavior becomes self-limiting. If you won’t drive your car properly then you have a good chance of not having a car to drive. And if you’re not driving well and finishing you’re not earning needed credits for repairs and tires.

These major repairs should take time. It’s one of the things I like about Real Racing 3. When the mechanics have the car, you don’t. This would put an end to people driving unicorns and leaderboard cars or tunes and dominating the league. If they have to drive every eligible car in the league at one point in the day it keeps it equal and it comes down to skill as much as it can be.

I know it’s a game, but hey, why not?

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in some of the prior Forzas you were charged at the end of the race for damage. It would be a good way to promote clean racing if they brought that back. Would also maybe help bring the run away game economy into check a little?

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Yep, if only the real-life runaway economy/debt issues were so simple to solve! :stuck_out_tongue:

I like the idea. I would even go further…the more miles the less it takes to damage the car if you don’t maintain it propperly. Oilchanges, new tires you get the idea…

BUT Forza is turning away from anything like it, so I highly doubt anything like this would be integrated.

FM4 had repaircosts at the end of races, but it really wasn’t much. This system in FM6 wouldn’t make much difference.

I think this is a good idea. Anything that would motivate people to avoid contact is a good idea in my opinion.

Peace

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I actually think people do not understand the motivation of the trolls.

This just gives them another way to annoy their victims.

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I 've actually considered this idea before (not originally regarding this game), but while I think it’s awesome in principle, when I think through how it would work in practice I fear it would take such precise re-tuning and re-purposing of the entire game economy that it would be really hard to make it work, and even if you nailed it so that the cost was prohibitive enough to make it meaningful without just being a constant pain, you’d still run the risk of alienating loads and loads of players. And given the extent to which T10 have neutered the in-game economy in FM6, which won’t be an accident, I can’t see them entertaining that risk. If anything, the current direction of travel is in the opposite direction.

As a feature, it really feels like something that might work in a new franchise if it was there from inception, but would be really dangerous to introduce to an existing one.

I think people on this forum often forget the average player doesn’t play forza religiously every day and don’t have excess credits through forza rewards etc. The average gamer probably won’t even use forza rewards that often to gain millions. I think that the concept could work on single player as an additional extra option to simulation damage but putting it in multiplayer would be a disaster. I can just picture wreckers in relatively cheap but nippy evo’s and such like causing carnage and making the innocent victims pay a fortune if they are driving a car of any value… It would just give people even more incentive to wreck, as often the time wreckers do it for reactions, and just imagine how you would feel if you get taken out in your multimillion cost Ferrari 250 GTO by a wrecker and see the words ‘Car Written Off’… For me this would seriously damage forza.

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i love this idea! Make use of the credits and people will love their cars more and not use them as a bulldozer.

In singleplayer this absolutely needs to be a thing. Right now all the game does is tell you “Come on the podium or you suck, try again” and there’s bugger all incentive to be clean, especially when the drivatars are shoving each other off the road like the world’s about to end.

There definitely needs to be more reason to drive clean and this would be an easy and effective start.

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I can offer reasonably priced insurance policies on your cars if needed.

Maybe we can have the “shady mechanic” option, where 1 out of 10 repairs costs ten times more than the initial estimate, and the generic parts disintegrate unexpectedly.

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The idea is very good and one I’d like to see. Forza 4 had damage costs but they were so little it made no impact. If forza 6 were to implement this the cost would have to be expensive. Let’s say you 100% damage your car in every way possible in the games damage engine then I feel you should pay the full price for the car. If you just damage 3% of the car then you pay 3% of the price of the car. I also feel like you should pay for ties aswell. Race tires cost 10,000cr in the game if you wear them out buy 10% you pay 1,000cr. Same thing with fuel. Oil is a but far fetched but it would be nice. The only reason I see this not working is the online factor. Victims of wreckers in sim leagues could have to potentially pay tens of thousands a race which would be a huge problem. It would be a nice single player option but it could be problematic in multiplayer which could put turn 10 off the idea.

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We used to have this (FM4), but the penalties weren’t high enough to hit the credits one seriously like the 25 credit deduction for bottoming out.

As I posted several months back in another thread somewhere around here, the damage penalties in credits should be a percentage of the credits won in the race, i.e., 10% of the finish credits for the first damage, 20% for the second, and so forth, PLUS a set amount - 10%, 20% and so forth on up to 100% for each successive corner cut.

Cut five corners in the race, and you’re out the total prize credits won so the effort is worth zero credits. Cut more, and the deduction percentage comes from your credits earned in the game. Got a healthy 500,000 credits in-game? Oops, you’ve just been penalized 50% or 250,000 credits from your account. Not enough credits to pay the penalty, sorry, you cannot race online because you don’t play nice with others until you’ve earned enough in races by yourself - offline - until your penalty is paid.

Start hitting these cheaters and wreckers in the pocket book and maybe they’re figure out doing those things wouldn’t make racing in that manner profitable very quickly. Cut 10 corners on Yas Marina, and your credit TOTAL on the account drops 50%, plus you don’t get any from the race. Disable your car by wrecking and need to go to the pits? Perhaps 5,000 credits deducted for the first time would wake people up. Quit out of the race, boom! 10,000 credits deducted. (And then the guilty would be blaming the Internet for a disconnection. LOL!)

We need Turn 10’s Community Staff leaders to start paying attention and voice our problems sternly to the developers to get things done so this (and future games) can become enjoyable again.

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We end up with tons of CR sitting around because we surrendered to the whining from players that complained about having to devote a lot of time earning cars. They want everything yesterday rather than having to “grind” for CR for cars. Further, we used to have to buy DLC cars with CR, but now they’re free because players felt it made sense to pay real dollars for the 400 cars on the disc (or digital download) and then buy them in-game with CR, but at the same time thought it was a crime to pay real dollars for DLC cars but then also to spend CR buying them in the game. In both instances we first pay real money and then pay CR to get the cars, but players decided that only one of the two identical scenarios was acceptable…, even though both were the same thing.

This is how it used to be in early Forza Motorsport days. If you had a clean race, you didn’t lose much on repairs, but if you bang into everything you lost a bunch of money. If we had this option, it would probably get turned off by most players in the options menu. It would also punish players for damage that wasn’t their fault, so if they got caught in the middle of a pileup at turn one in singleplayer or abused by players online, they’d suffer by paying for repairs that weren’t their fault.

It’s a nice idea on paper, but again would probably end up turned off in multiplayer, and innocent players would be punished by paying for damages caused by other players.

I actually hope that never happens. It was one of the poor design choices in Gran Turismo. Yes, it adds a bit of realism to the cars, but what it mainly does is add boring, tedious chores that three players would enjoy and 99.9% of players would hate. In GT5 I frequently rushed through the menus to take care of the lame oil change chore, which contributed nothing positive to my gameplay experience but rather simply served to annoy and waste time. The mileage thing was really awful because it punished me for playing the game. The more a drive my cars, the more I get punished for doing so. It would also screw up the PI system. as you and I can go into a race with identical cars but one is still better than the other because one has fewer miles on it than the other. Game features should contribute to the experience, not detract from it. Boring chores that come down to navigating through menus to select options to get my missing 2 HP back takes away from the game, not adding to it.

Or, go back to the days when expensive cars were more expensive, when CR wasn’t poured upon us from the heavens, and when DLC cars still cost CR. The latter is a big part of why we end up with tens or hundreds of millions of CR. Once upon a time we’d have had to buy all those DLC cars with CR, but now they all cost 0 CR so that’s millions not being spent on acquiring the cars. If players had to devote a lot of time earning the CR for that high-value car, it would be worth more to them.

I actually hate this because it makes no sense. In the past I sometimes got slight suspension damage from bottoming out, like maybe 2% damage to my suspension. If we did this again, and based the cost on a percentage of winnings, I’m rewarded for running shorter races and punished for running longer races. If I’m going to get piddly damage in a two-lap race, or the exact same amount of damage in a fifty-lap race, the exact same damage would cost me twenty-five times as much in the longer race. Longer races would have a higher likelihood of damage in the first place, and now hypothetically we’re multiplying the cost of that damage because I wanted a race longer than a few laps. If my suspension damage costs 2,000 CR to repair in a two-lap race, it shouldn’t cost me 50,000 CR to repair the exact same damage in a fifty-lap race, or I won’t bother with longer races. If this percentage is after bonuses for difficulty, then we’re also punishing players for playing without assists and on higher AI difficulty because we’re taking more of their winnings away from them for having more winnings.

This would work but may need a tweak.

My addition to it is this be called MP Career. You can choose whether to enter MP career or just do “quick MP races” outside of career.

Hopefully the clean racing will be within the MP Career mode.

I second that. I remember way back in the day in the first NFS: Hot Pursuit on the original PlayStation they deducted money from your winnings after every race to cover the damage to your car. Too much damage or not a good enough finishing spot or both and you lost money on the race. I learned to drive cleaner in a hurry. Could be an alternative to licensing tests for MP?

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The Forza gods make it rain money. Repair cost would mean nothing as the in game economy is flawed.

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Introduce a new economy. Make your MP purse separate from Career/Rivals/Freeplay. Start off with a set amount of money. Charge an entry fee for races that gets returned unless you DNF. And make the price of repairs any penalties like Snowowl suggested correspondent with the class of car being run. It costs a lot less to fix a Civic or a Focus than it does a Lamborghini or Ferrari or GT car for that matter. If they force everyone to start small and work their way up to relative financial independence the wreckers would put themselves out of business or hopefully become so discouraged by it that they either quit and went somewhere else, or even better, stopped being destructive and focused that energy into learning to race well.

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The money is useless… I have 20 mil and I don’t have anything to spend it on lol. its rediculous

can I get insurance?

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