Career mode starts with the player choosing a car from the full list.
The game then generates an entire series of races which uses similar cars to race against.
All parts of a given level are available to choose from.
For progression during this series, initially the game grants a small amount of points to spend on upgrades just like it does now with one exception, all level 1 upgrades are available to choose. None of this crap where we cant solve handling or power issues because its locked behind an arbitrary level.
level 2 and eventually level 3 parts are unlocked within the series by completing a semi major race.
There are high points within the series to look forward too.
Practice made more useful
Let us change parts during practice. for the people who really enjoy perfecting tunes, we often get a lot of car XP during those sessions. currently you have to completely exit the event if you want to change a part. this absolutely kills flow of an event.
Players can have more than one custom series in progress.
Maybe driver level, which currently is pointless, could be used to allow another series to be started.
other nifty features could be choosing what kind of weather restrictions you want, how many AI opponents are involved. etc. etc.
Turn 10 let us choose! stop forcing a grind in cars we don’t want to drive! we know what we want to do, let us do it!
Note: made a few edits, refined the ideas a little based on feedback.
Honestly I feel the current builders cup/CarPG system is pretty salvageable and changing it too much would alienate the people that were satisfied with it without necessarily appeasing the people that hated it.
I’d rather see it expanded in each 5-6 race series being turned into an entire tour and each series within that tour would give you the chance to either stick with the same car or choose a new one.
And it may be less realistic but I’d rather see performance upgrades accessible in the pit before a race. That way you try out the track, see if your car can hit the target time and if not, you can grind out more points in practice and do the upgrades right there rather than backing out of the race and re-entering.
Lastly I’d like to see it properly ordered by power. You’d start only having access to slower cars but you’d only need to compete one or two series to move up to the next tour. That’d still let people get to their favorite cars quickly while still having the option for more drawn out progression.
For starters with the cup series, allowing us to select amount of laps, and how much tire wear there will be in races would be a good start. I think they know the AI totally sucks though, and would just race on rims, because it’s not smart enough to know it should pit instead.
I feel like the overall setup of the builder’s cup is fine, but the whole singleplayer experience feels like it’s in an alpha state rn. The builder’s cup feels completely aimless with a bunch of disjointed series stuck together. Your sole reward after completing an entire tour is to drive a few laps in a bone stock high power car sliding around on stock tires (Seriously, why do the stock tires on every car feel like a set of bald Ling Longs?).
Not to mention the lack of content – this game has something like 1/10 of the career races of FM4, an Xbox 360 game over a decade old. Every car is placed neatly into a category and is eligible for exactly one series, excluding the open series.
The carpg system works alright in the builder’s cup, though it does get frustrating that by time you have a car dialed in to a point that you enjoy driving it the series is over and you have to start over. The biggest problem I have with it is that the AI has no such restrictions and the first few races you’re getting destroyed by cars with racing slicks and race aero.
I’m truly not even sure they did much to develop AI, my feelings for this, is based on watching how it performs in long races in “free play.” Since they didn’t give us the ability to adjust tire wear in single player, I can not say AI would not pit. I do suspect they would not though, which is why T10 made the choices they did here with race length and tire wear in single player.
The state of the AI is truly awful. Their lack of fuel burn and tire wear is honestly the least of my concerns with them. I can’t count the number of races I’ve had to restart due to the AI trying to drive through me on turn 1 like I’m not even there. And to think how much they pushed the “faster than ever” AI in the marketing leading up to launch. Sure, they’re faster by themselves, but that doesn’t matter much when they forget how to drive as soon as there’s more than one car near them.
Agreed on that point as well. I have the luxury of going back and playing FM7 i still have it installed, and as far as comparing this version of Forza to 7, I’m not seeing much if ANY improvement in AI behavior… Strangely enough FM7 does give you the ability to adjust race length in single player, so i find it interesting that they didn’t do that for THIS game. …Why they didn’t i can only speculate about, but i have my suspicions, as to why.
Great idea. And very akin to the start of the original Motorsport, and i believe Motorsport 2… Also every gran turismo up to gt5 i believe.
And heres why theyll likely never do it…
If they let you choose from every car then they couldnt give the premium edition buyers an extra half mil so they think theyre actually getting something for paying twice the price for a game because this would make it unfair as some players would be able to buy any car whereas others would only have 50 or so to choose from
Now they could always programme it so your credits for the premium edition dont go into your wallet until after the career prologue and you have your first car. But that would mean the devs would know how to programme things so that they happen in a correct sequence…
Now the likely way theyll counteract this is premium players get the extra half mil and other players can buy any car they want using a car voucher, that way all players could start the first campaign race with any car they want
To me, you can’t change how parts are given without also changing how CP is attributed. Update 1 makes it very clear that parts being nominally unlocked isn’t the same as parts being usable when ultimately, at level 25, your ability to build your car is still very limited.
I think restricting which parts you have access to in career should be mutually exclusive with restricting how many CP you can play with. Having both means parts are doubly locked, which is something I hate in games.
For your proposal that would mean removing CP, rather than just like it is now, since the parts you have access to already naturally limit how extreme your build can be.
On a personal level, I’d prefer either no build restriction, or using CP to limit the parts budget over limiting the availability of parts. The reason is it gives you a meaningful choice, e.g. a few high level upgrades vs a lot of low level upgrades. (I made a proposal to that effect here if you’re interested.)
But I’ll take unlocking parts in career over the current system in a heartbeat.
Assuming parts aren’t locked outside of career. Because that’s the other fundamental issue with the current system, it affects the whole game, whether it makes sense for it to do so or not.
Side notes:
Practice is not mandatory. You do have to start it to skip it, which is very dumb and bad UX, but you can skip it.
I’m 92% sure you can have more than one series in progress.
for the above quote, the main point i want to drive home is player choice. the ability to choose the vehicle(s) from a much larger pool and race them in multiple career paths.
the way it is now, the devs control pretty much everything. for example if i am fan of the 1987 Buick regal GNX and want to base a career off that car currently i have pretty much zero chance of that happening.
that is an ultra specific example i know, but it drives the point home.
so maybe i could have worded it better, but basically let us choose our cars and our races.
I get what you’re saying, because I think career as it currently stand doesn’t cover a lot of vehicles, and even with open series there’s still a large variety of vehicles you can’t use in career.
The idea of a randomly generated series, where you pick a car and it picks semi-intelligently (i.e. don’t pick super short tracks for P-class cars, and Le Mans for E-class) six tracks for you to play, it would be nice.
That sums it up pretty well. The career doesn’t really feel like a career to me. The whole thing lacks an aim to work towards. The CarPG system is a good thing in theory, but still has a lot of room for improvement in reality. For example, I wouldn’t have a problem with the grind if I could see the point of it and had a goal to work towards. Simply upgrading a car completely and doing it over and over again from scratch is certainly not it.
What also bothers me is that it doesn’t matter where you end up in the race or the championship (except perhaps financially). The game doesn’t care where you finish. You always progress. Where is the incentive to get better?
that’s actually a really good point that hadn’t crossed my mind.
i suppose all turn10 wants is a never ending grind so people have a reason to keep game pass.
Currently they have plenty of reason to leave G-pass only linked to that boring and broken forza (thx turn10…great job !)
I have worked 40 years for an American enterprise developing turbos. Making turbo is nice but you firstly need to make it as per customer requierement if you want to stay in their prefered list and make "numbers $$"that are mandatory to survive on this planet …
Seems turn10 is currently living on their own “closed ears & eyes” planet !..but whatever the planet, number is number …think about it turn10 if you want to stay alive…