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1. Base the whole thing around the actual world of motorsports. The advantage to this is that the lower levels of motorsport can be used by the player to improve their skills before moving up to the tougher, faster and more glamorous levels. Categories could include (roughly in ascending level of difficulty):
Formula Ford (national level, low-power single seaters)
Formula 3 (various national levels, fairly fast single seaters)
Formula Renault (various national levels, fairly fast single seaters)
Indy Lights (American junior open-wheel series)
Formula 3000 (international level, quick single seaters)
Touring Cars (including British, German, Swedish and European championships, closed wheel touring cars)
NASCAR (American stock car racing series)
Indy Racing League (Similar to ChampCar)
FIA GT series (national and international levels including the Le Mans 24 Hours, high-power closed wheel sports cars)
ChampCar (American Formula One level open-wheel series)
Formula One (Worldwide single seater series)
2. The player moves at will between the different levels of competition, improving their reputation and earning recognition from sponsors andmanagers to further their careers in different racing disciplines.
3. Because lower levels of competition features very similar cars, physical space required to store this data could be reduced. Similarly, many series share the same circuits, again reducing storage space required.
4. Two modes of play - pick-up-and-go arcade mode allowing you to compete at any level, or a full-blown simulation standard career mode where the player attempts to ascend the ranks of motorsport. Their on-track success determines whether they make it to the top.
5. Updates via the Internet to add new season data including circuits, cars, drivers and rules.
6. A more ccurate modelling of rules than seen in previous racing games. Use of racing flags is often overlooked, as is safety car situations, disqualifications and race stoppages. An artifically intelligent 'race control' could manage this.
7. Comprehensive highlights saving system. Allowing the recent action to be spooled to hard disk, edited and saved to whatever format desired. Multiple on and off car angles. Perhpas even the possibility to broadcast your own races live over the Internet.
8. Taking the above idea a logical step further - basing thewhole game on the Internet, with drivers competing against each other over the Internet for promotions and new drive offers. This, in effect, could make virtual motor racing a sport alongsie actual motor racing.
9. Variable weather conditions including heat changes affecting grip levels.
10. Make the car setup system accessible to novice drivers by using a 'mechanic' figure who recommends areas of change to improve the car's handling in certain areas, and perhaps even assistin analysing performance charts. The level of assistance offered by the mechanic decreases at higher difficulty levels.
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That's all I can come up with for now - anyone got anything to add?
1. Base the whole thing around the actual world of motorsports. The advantage to this is that the lower levels of motorsport can be used by the player to improve their skills before moving up to the tougher, faster and more glamorous levels. Categories could include (roughly in ascending level of difficulty):
Formula Ford (national level, low-power single seaters)
Formula 3 (various national levels, fairly fast single seaters)
Formula Renault (various national levels, fairly fast single seaters)
Indy Lights (American junior open-wheel series)
Formula 3000 (international level, quick single seaters)
Touring Cars (including British, German, Swedish and European championships, closed wheel touring cars)
NASCAR (American stock car racing series)
Indy Racing League (Similar to ChampCar)
FIA GT series (national and international levels including the Le Mans 24 Hours, high-power closed wheel sports cars)
ChampCar (American Formula One level open-wheel series)
Formula One (Worldwide single seater series)
2. The player moves at will between the different levels of competition, improving their reputation and earning recognition from sponsors andmanagers to further their careers in different racing disciplines.
3. Because lower levels of competition features very similar cars, physical space required to store this data could be reduced. Similarly, many series share the same circuits, again reducing storage space required.
4. Two modes of play - pick-up-and-go arcade mode allowing you to compete at any level, or a full-blown simulation standard career mode where the player attempts to ascend the ranks of motorsport. Their on-track success determines whether they make it to the top.
5. Updates via the Internet to add new season data including circuits, cars, drivers and rules.
6. A more ccurate modelling of rules than seen in previous racing games. Use of racing flags is often overlooked, as is safety car situations, disqualifications and race stoppages. An artifically intelligent 'race control' could manage this.
7. Comprehensive highlights saving system. Allowing the recent action to be spooled to hard disk, edited and saved to whatever format desired. Multiple on and off car angles. Perhpas even the possibility to broadcast your own races live over the Internet.
8. Taking the above idea a logical step further - basing thewhole game on the Internet, with drivers competing against each other over the Internet for promotions and new drive offers. This, in effect, could make virtual motor racing a sport alongsie actual motor racing.
9. Variable weather conditions including heat changes affecting grip levels.
10. Make the car setup system accessible to novice drivers by using a 'mechanic' figure who recommends areas of change to improve the car's handling in certain areas, and perhaps even assistin analysing performance charts. The level of assistance offered by the mechanic decreases at higher difficulty levels.
-----
That's all I can come up with for now - anyone got anything to add?