Make a Skill Tree out of the progression

Now stay with me for a second, this new “Skill Tree” progression/leveling up system would actually solve a considerate amount of flaws the current progression system brings to the table. We could be looking forwars to something like this:


[Reference image from F1 2020]

The main points as to why a system like this would work better than what we have now comes down to these concepts: Free Choice and Non-Linear Unlocks

The current system, while on concept could work, has many limitations, you unlock the things the game wants you to unlock on a linear format, not what you want to unlock, by using the “Skill Tree” you get more freedom on what you can unlock.

The skill tree, similar to the RPG genre (and the reference image from earlier) would have the smaller/less important options available near the middle, and as you go through the unlocks you’ll get closer to the more impactful ones (Engine/Transmission Swap, …). Not just on the type of customization, but also on the level of said customization (you’d have stage 1/street weight reduction at a lower tier/closer to the middle while having a stage 3/race weight reduction at a higher tier, further away from the middle, following the line of weight reduction)

This skill tree would be separated on the segments we already have in the customization (engine/air & cooling, platform & handling, drivetrain, tires & rims, arero & appearance, and the conversions could be the last option available from their respective segment, like the engine and aspiration swap option going in the engine section, the drivetrain swap going in drivetrain and the body kit going in aero & appearance, though this last suggestion might be unnecessary, as the conversions can be their own segment), and each “option” would be a singular branch/line that would have all of its stages (so street, sport and race exhausts would be in the same line). This would follow the “caRPG” direction the team is going in (actually being a lot more truthful to the RPG system with this) while giving the player more freedom on their unlocks.

Now, obviously this alone doesn’t solve all issues that come with progression, as there are plenty of other things that could complement each other to make the system a lot better, like balancing out the gained xp and time spent, leveling the car type instead of the singular car, like classic muscle and so on , leveling the manufacturer instead of the singular car , only leveling up the car once, not twice when you want to build the same car , gaining XP from drifting too , every car being maxed out on multiplayer . These suggestions would fit well with the current OR this new suggested system to make it feel enjoyable.

What do you think?

Having played a few hours now, and barely levelling 2 cars, almost any of these options is an improvement.

In this case, it at least adheres to their “cars are built, not bought” tag line.

Right now it’s more like: “cars are ground/grinded for, not built or bought”

2 Likes

That works in F1 because you only have one car, and research/development is a HUGE part of the sport.

It has no place in a general, car collecting, racing game. Unlock all the upgrades already.

3 Likes

As i said this alone doesnt fix the entire system, but it would definitely be better than a linear unlocking system, to give the player more freedom while following the game’s concept “built not bought” , complimented with the suggestions i mentioned before, suggestions that have been made by the community, would definitely make it more enjoyable