You know the basics of Forza Motorsport 6 – 450+ amazing ForzaVista cars to drive, explore, and customize; 26 tracks that include the best real-world racing circuits in the world. Genre-defining physics and vehicle dynamics, plus new driving conditions like rain racing and night racing. Great multiplayer features like hoppers and Rivals mode, as well as our brand new Leagues system designed to make the most of Forza 6’s 24-car multiplayer experience.
All of these features are integral to the biggest Forza Motorsport game yet. Today, we’re going to turn the spotlight towards a couple of newly added features that promise to bring a new level of challenge and fun to Forza 6: our prize system and our Mods feature.
Would it not make more sense to have a Rivals league with and without mods? Rather than just classing them as “dirty” laps? That way, you could add a lot more challenge to get the absolute best and absolute maximum out of an event with modifiers, seems a bit silly to leave it out when you could easily have a stock rivals and a mod rivals events/leaderboards.
Kinda pointless. Most leaderboards you have to run limited or no assists to get the best possible time. Only thing that’ll be different is if the mod boosts the car’s ability or forces people to drop TCS, but overall the leaderboard results would be the same.
Some of the mods boost the performance of the car. There is a grip mod, a brake mod and an engine mod; all of which give the car better performance, so you definitely do not want modded laps mixed with regular clean laps. I don’t know if they really need a separate leaderboard, just mark them as dirty as they shouldn’t really count. It’s no different than cutting a corner or drafting another car.
This seems like a ripe option to add microtransactions after launch for mod booster packs; 1 guaranteed rare per pack etc. I’m glad they’re optional too and can’t be used for rivals or online.
I like the Prize Spin feature in Forza Horizon 2, glad to see that continue.
Regarding Mods however I have a question; how do you obtain them?
It is mentioned in the article that you can win a few via Prize Spins but how are the others obtained? Is it through Career Mode unlocks or do they have to be bought with CR for example?
You can buy them with credits, there are different tiers of mod packs you can purchase too. The more expensive ones having a better chance of containing rarer mods, dares, etc.
Thanks for considering how mods may effect leaderboards.
Not sure if I really want to use mods though. I already run no assists and have no interest in artificially boosting my car’s ability.
I’ll wait and see how much things cost in game and may use mods as a tool to stack credits.
Starting dead last is the only one so far that I can myself using if the drivatars are too easy. Overall, interesting feature and a nice attempt to bring some fun to single player.
Oh it does interest me. The problem is that on longer career races I like to hotlap for leaderboards. So I’ll default to leaderboards over mods assuming there are longer career races.
I really like that mods won’t effect the leaderboard too. It’s just I’m stuck in the middle on choosing how to play single player. Do I gamble on being able to get clear of the pack and set a nice lap or do I kick back and take in the mod challenges that increase difficulty?
It’s not a bad problem though! Didn’t feel like a detailed response was needed to explain myself but in hindsight maybe I came off harsh. My bad. I’m definitely not in the mod hater crowd.
This modding idea seems to be pretty idiotic.
It would fit into the more arcade-ish Horizon franchise but not into Forza Motorsport.
Is it really optional? And do we still have the old system of car mods?
Best example of how bad these mods are: Ghost – Your car has no collisions for the first lap of this race.
Really? This is so sad for a game which wants to be realistic and challenging.
It’s a Single Player feature so if you don’t like it you don’t have to use it, and whether other people use it or not won’t affect you.
I’ll use it for Achievements but since I drive with all assists off anyway I may keep a few of them permanently enabled in order to get more CR.
If you’re on about upgrades and tuning they’re in the game as always.
If you’re on about the traditional form of getting additional CR for not using certain assists we don’t know but I suspect this Mod system is the natural successor to that.
Mods are in addition to difficulty modifier for not using assists. Article says you can basically double dip. You’ll get the modifier credit multiplier and will also get the standard difficulty multiplier.
I suspect this will be the best way to stack credits.