Lain
Premium
- 7,090
- Pasadena, TX
- Yaywalter
So given the universal dislike for GT5's paltry A-spec mode, what kind of structure would you like to see used for GT6's A-spec mode?
Here's one idea I came up with for how A-spec mode could be structured:
A-spec consists of a 55x55 grid of events, totaling 3025. Given the number of track variations, different types of vehicles/themes that events could have, and different weather/time conditions, I think this number of events is totally reasonable.
The player starts off in the middle of the grid, with only the very center event available.
Completing events on the grid unlocks the adjacent events.
The farther away an event is from the center of the grid, the more difficult. The events on the grid will also be broken down into license level rings, which determine what license is needed to participate. The center ring requires none, next ring require B, then A... and so on until the outer ring which requires S.
The player cannot participate in events multiple times (for a cash prize, anyway).
Difficulty setting chosen at start of game determines how much/little prize money you earn.
Vehicle's values are increased by upgrades, to prevent players from getting completely stuck if they idiotically pour buckets of Credits into some POS car that isn't useful for any of the events they currently have available. If somehow the player still manages to end up in a corner they just simply cannot get out of, then perhaps a "bail out" option which clears the player's entire garage in exchange for any one car (that's usable in any of their currently available events) of their choosing, some (re)starting money, and difficulty level decrease.
Here's one idea I came up with for how A-spec mode could be structured:
A-spec consists of a 55x55 grid of events, totaling 3025. Given the number of track variations, different types of vehicles/themes that events could have, and different weather/time conditions, I think this number of events is totally reasonable.
The player starts off in the middle of the grid, with only the very center event available.
Completing events on the grid unlocks the adjacent events.
The farther away an event is from the center of the grid, the more difficult. The events on the grid will also be broken down into license level rings, which determine what license is needed to participate. The center ring requires none, next ring require B, then A... and so on until the outer ring which requires S.
The player cannot participate in events multiple times (for a cash prize, anyway).
Difficulty setting chosen at start of game determines how much/little prize money you earn.
Vehicle's values are increased by upgrades, to prevent players from getting completely stuck if they idiotically pour buckets of Credits into some POS car that isn't useful for any of the events they currently have available. If somehow the player still manages to end up in a corner they just simply cannot get out of, then perhaps a "bail out" option which clears the player's entire garage in exchange for any one car (that's usable in any of their currently available events) of their choosing, some (re)starting money, and difficulty level decrease.