- 4,070
- Philippines
- GBalao888
- GBalao888
So to gather up everything according to most of you (including my own expectations, which were also previously mentioned) I managed to list them all down.
This doesn't include individual cars or types of cars, as with the tracks, because obviously, Motorsport 7 will feature new ones, you'll never know which will be there.
(WARNING: This post is very long, so read at your own risk.)
New things and improvements you want to see in Forza Motorsport 7 (Compilation)
Here's something very big to expect for the game, especially since it's definitely going to be on Xbox One and PC:
Graphics:
It's said the Turn 10 often pushes the graphics engine a little further, so why not add adaptive tessellation to every single car in the game to make them a little more vibrant and a lot more-realistic looking. With this feature having appeared in GT6, you can see the detail and clarity of most aspects of the car, especially with the headlights or some sort.
Proper driver animations when turning the steering device and shifting gears like in Driveclub and Assetto Corsa
Cars:
All the cars in the entire series to return for Forza Motorsport 7 in the latest Forza graphics technology (currently at 1361 cars)
*NOTE: Currently the entire Forza series has 1361 cars (1277 without certain special editions), and with Horizon 3's DLC we can see up to 1500 cars in the entire series after Horizon 3's support, and plus there could be more than 100-200 new cars coming at launch.
If possible, Porsche at launch (considering if the licensing is done or not). If not, Turn 10 should hurry with them for a cheap expansion bringing in every Porsche in the series including some new ones.
When selecting cars, the car's division is shown as well, besides the usual specs.
More car divisions to cater to many of the cars featured in the game
Car classes sorted similar to Motorsport 2, only race cars will compete against race cars of the same class unless it's a multi-class race.
Official branded tires on all race cars in the game (only the NASCAR vehicles of Motorsport 6 have them, whereas GT6 had branded tires on nearly every race car in the game).
All cars get actual specs (some cars in the series are wrong, such as the V-Spec II Nür R34 in Motorsport 2 having 345hp instead of 327, the Toyota TS040 Hybrid having 786hp instead of 1000, and the Nissan GT-R LM NISMO having 756hp instead of 1250.)
Tracks:
All the tracks in the entire series, re-modeled using the latest technology (50 environments and 272 layouts)
*NOTE: This number may increase to over 55-60 environments and around 300 layouts for Motorsport 7.
Physics:
Simulation of automatic transmissions (like in Enthusia and NFS 2015) where depending on throttle input at a certain speed, the gear will begin to shift at the next one
Neutral gear on all cars, like in real life
Ability to use the realistic driving setting depending on the car as an option (Depending on which cars are available, those with certain driving aids will use the available ones, as in real life, and those that don't have them won't use them at all.)
Ability to simulate KERS and DRS (just like in Driveclub)
Ability to select active fuel, downforce, brake bias and tire conditions on the fly on 2013 and 2015-spec Formula One cars (similar to F1 2015)
Improved overall handling physics like in Assetto Corsa (by default, to eliminate the "Simulation" type steering)
Car dimensions shown not only on Forzavista mode, but also when selecting cars
Damage and Wear settings:
Similar damage to Motorsport 2
Ability to completely turn off cosmetic damage
Several settings for damage:
Off (no damage, therefore it is impossible to get eliminated)
Mechanical Only (Certain systems of the car may fail and wheels may snap off the car)
Visual Only (Bodywork can not only damage the car but also impact aerodynamics)
Realistic (The bodywork and systems can get potentially destroyed just like in real life)
Mechanical Damage should be able to affect the following: Engine, Suspension, Steering, Gearbox, Clutch, Cooling, Nitrous, Electric Motor, Aerodynamics, Tires, Forced Induction, Driveline, Differential, Fuel System (under the Telemetry HUD)
Bodywork damage should have a combination of Forza 2 and Forza 5's damage engine, but with the ability to completely shatter any and all glass, destroy active rear wings, fenders, doors, trunks and the hood as well as the mirrors and to even bend the car's body and cause the wheels to get mis-aligned and even stuck between wheel wells when damaged
Damageable wheels
Debris and damaged parts are visible on track and are able to affect other racers when in contact
Tire punctures are also possible
Glass (windshields and light covering) and lighting can get damaged, as well as horns (on production vehicles)
Settings on Tire and Fuel wear:
Off (No tire and fuel wear, therefore it is impossible to get eliminated due to a lack of fuel and worn out tires)
Mild (Mild tire and fuel wear with noticeable durability)
Strong (Faster tire and fuel wear)
Realistic (Every car has a specific point where and how its fuel gets consumed and how its tires wear off, like in the real-world version of a certain car)
When the car runs out of fuel, the engine should deactivate instead of letting the car run at a slower speed, therefore eliminating the racer from the race
Forzavista:
Ability to Forzavista every single car available without having to buy them (like before you select a car in Free Play or buy cars, you can choose to Forzavista a certain car)
Detailed Forzavista like in Motorsport 4's Autovista mode (which was essentially the same thing)
Customization:
Same visual customization as Horizon 3 for cars that have featured there
The return of all visual customization items and wheels in the entire series considering if all the cars in the entire series return
Motorsport 4-style/Horizon 3 tuning for several cars (e.g. 1002hp possible on an RB26DETT when fully upgraded, 1459hp possible on a Fast and Furious Supra's 2JZ-GTE) and relevant engine swaps from the car brand itself
Nitrous, although portrayed realistically like in GT6
Ability to paint layers of rims separately (like in NFS 2015)
Ability to create a full racing cockpit for cars when fully upgraded (not just simply a roll cage in the car)
Engine de-restriction now part of tuning set-ups instead of an upgrade item
Ability to save a set-up for a certain track or layout
Time and weather:
Dynamic and transitioning weather for all tracks with complete 24 hour cycles (at the very least, 1080p and 60FPS, although that may be a little bit of a struggle)
Ability to set how fast time and weather will progress, the sky conditions and precipitation like in Driveclub
Free Play mode:
Manufacturer-type race mode (where when you choose a car, the AI would use cars from the same brand with equal performance, and you can either allow upgrades on their cars so it will be evenly matched)
Spec-type race mode (Same as Manufacturer-type, only with the AI driving the same exact car as you)
Motorsport 4-style car soccer mode (offline and online)
Tag (Virus) for offline and online
Motorsport 2, 3 and 4-style Hot Lap mode returning
Drag races in the similar vein of Motorsport 5
Proper drift mode similar to that in Rivals mode, as well as Sector Trial (like in GT6) instead of a lousy HUD option
Car bowling in the Top Gear Test Track for all cars
Timed endurance races (like in GT5's endurance races in Career, where you can set the time limit)
Standard qualifying or elimination-style qualifying for most game modes
Ability to select AI cars (like in Project Gotham Racing 3)
Multi-class racing (like in Project CARS where you can split the grid into various classes of cars)
Ability to change the colors of rental cars and to tune the default set-up of all rental cars in Free Play (like in Motorsport 2, 3, 4 and 6: Apex)
Driveclub-style penalties for off-road, off-track and collision, as well as the fact that it will add extra time to your race like in Motorsport 2, and several corner-cutting offenses can actually eliminate you (like in Shift 2: Unleashed)
LAN multiplayer and split-screen for Windows 10 versions
Ability to make a Free Play championship and share it like it's a tuning set-up or livery (much like how Forza Horizon 3's Blueprint feature works)
Online:
Same modes as Free Play, with the ability to choose out of any and all of the cars and tracks in the game
Public vote kick system
Private hoppers
Multi-class hoppers
Practice mode similar to GT6 online where you can just freely drive before you decide to start the race
Standard qualifying or elimination-style qualifying
Shuffle racing similar to GT5
IRacing/GT Sport-style driver rating for every player online (to those who have been driving dirty within Forza online, you have been warned!)
Car clubs like in the previous games
Custom Rivals events that can be shared like in Forza Horizon 3
Sharing/Auction features:
The ability to gift cars to certain people
Ability to save an unlimited number of tunes and liveries
Same Storefront and Auction House features as Horizon 3
Mods:
Same mods as Motorsport 6, but a lot more added to cater to all the new cars and tracks
New method of getting mods, instead of trying your luck, you can individually buy any mods you want by type
You can select up to three mods per type (three for Boost, three for Crew and three for Dare)
Livery System:
On race cars, painting the livery will actually re-name the car to just like for example:
"2016 Ford #66 Ford Racing GT Le Mans", when painted, the name will become "2016 Ford GT Le Mans Base Model" in order to avoid confusion.
You can download as many liveries as you want in advance, but you can insert them if you have the car assigned to the livery.
All sponsors from the entire series returning for the Livery Editor, including hundreds of new ones
Ability to paint windshields like in NFS 2015
Other Features:
The ability to rewind in Test Drive mode
Pre/post race screens in Test Drive mode
Ability to save an unlimited number of replays and photos
Movie director mode similar to Motorsport 3 and 4
Museum features related to every single car brand (GT5 style, only offline and will be updated when new manufacturers arrive through DLC)
Ability to choose player apparel for male or female characters (like in GT6)
Same leveling system as Motorsport 4, where you get credits, a choice of several free cars, and manufacturer affinity where this could not only let you get upgrade discounts but also discounts on cars from that brand as well (up to a 50% discount on cars and all upgrades free).
Pit stops must be available for AI as well and must feature actual pit crews and an interactive way of pitting in like in GT6
Numerous home spaces (like up to 25+ or 30 of them), containing the mansion garage in Motorsport 5, the hotel parking area in Rio de Janeiro (from Motorsport 6), the pit lane garage (also from Motorsport 6), as well as all of Motorsport 4's home spaces, re-mastered.
No more Unicorns/Community Bounty/Forzathon cars
No more Tokens
Drivatar overhaul in which they will no longer drive like wild, zoo animals that can be borderline annoying, idiotic and nearly impossible to avoid
Custom soundtrack support through Groove Music
Selecting between standing and rolling starts through Career mode
Fully adjustable HUD like in Project CARS
Ability to turn ghosts on or off
DLC Structure:
Similar to Driveclub where it's a complete season pass where you can get an abundance of content for a relatively low price (at least $19.99), which should cover 90% of all DLC packs, expansions and other content (not including VIP).
DLC (as well as digital purchase for the game) won't get de-listed after several years of being on the Xbox Store
Wheel Support:
Same wheels being supported for Motorsport 6: Apex and Horizon 3 for PC and console
This doesn't include individual cars or types of cars, as with the tracks, because obviously, Motorsport 7 will feature new ones, you'll never know which will be there.
(WARNING: This post is very long, so read at your own risk.)
New things and improvements you want to see in Forza Motorsport 7 (Compilation)
Here's something very big to expect for the game, especially since it's definitely going to be on Xbox One and PC:
Graphics:
It's said the Turn 10 often pushes the graphics engine a little further, so why not add adaptive tessellation to every single car in the game to make them a little more vibrant and a lot more-realistic looking. With this feature having appeared in GT6, you can see the detail and clarity of most aspects of the car, especially with the headlights or some sort.
Proper driver animations when turning the steering device and shifting gears like in Driveclub and Assetto Corsa
Cars:
All the cars in the entire series to return for Forza Motorsport 7 in the latest Forza graphics technology (currently at 1361 cars)
*NOTE: Currently the entire Forza series has 1361 cars (1277 without certain special editions), and with Horizon 3's DLC we can see up to 1500 cars in the entire series after Horizon 3's support, and plus there could be more than 100-200 new cars coming at launch.
If possible, Porsche at launch (considering if the licensing is done or not). If not, Turn 10 should hurry with them for a cheap expansion bringing in every Porsche in the series including some new ones.
When selecting cars, the car's division is shown as well, besides the usual specs.
More car divisions to cater to many of the cars featured in the game
Car classes sorted similar to Motorsport 2, only race cars will compete against race cars of the same class unless it's a multi-class race.
Official branded tires on all race cars in the game (only the NASCAR vehicles of Motorsport 6 have them, whereas GT6 had branded tires on nearly every race car in the game).
All cars get actual specs (some cars in the series are wrong, such as the V-Spec II Nür R34 in Motorsport 2 having 345hp instead of 327, the Toyota TS040 Hybrid having 786hp instead of 1000, and the Nissan GT-R LM NISMO having 756hp instead of 1250.)
Tracks:
All the tracks in the entire series, re-modeled using the latest technology (50 environments and 272 layouts)
*NOTE: This number may increase to over 55-60 environments and around 300 layouts for Motorsport 7.
Physics:
Simulation of automatic transmissions (like in Enthusia and NFS 2015) where depending on throttle input at a certain speed, the gear will begin to shift at the next one
Neutral gear on all cars, like in real life
Ability to use the realistic driving setting depending on the car as an option (Depending on which cars are available, those with certain driving aids will use the available ones, as in real life, and those that don't have them won't use them at all.)
Ability to simulate KERS and DRS (just like in Driveclub)
Ability to select active fuel, downforce, brake bias and tire conditions on the fly on 2013 and 2015-spec Formula One cars (similar to F1 2015)
Improved overall handling physics like in Assetto Corsa (by default, to eliminate the "Simulation" type steering)
Car dimensions shown not only on Forzavista mode, but also when selecting cars
Damage and Wear settings:
Similar damage to Motorsport 2
Ability to completely turn off cosmetic damage
Several settings for damage:
Off (no damage, therefore it is impossible to get eliminated)
Mechanical Only (Certain systems of the car may fail and wheels may snap off the car)
Visual Only (Bodywork can not only damage the car but also impact aerodynamics)
Realistic (The bodywork and systems can get potentially destroyed just like in real life)
Mechanical Damage should be able to affect the following: Engine, Suspension, Steering, Gearbox, Clutch, Cooling, Nitrous, Electric Motor, Aerodynamics, Tires, Forced Induction, Driveline, Differential, Fuel System (under the Telemetry HUD)
Bodywork damage should have a combination of Forza 2 and Forza 5's damage engine, but with the ability to completely shatter any and all glass, destroy active rear wings, fenders, doors, trunks and the hood as well as the mirrors and to even bend the car's body and cause the wheels to get mis-aligned and even stuck between wheel wells when damaged
Damageable wheels
Debris and damaged parts are visible on track and are able to affect other racers when in contact
Tire punctures are also possible
Glass (windshields and light covering) and lighting can get damaged, as well as horns (on production vehicles)
Settings on Tire and Fuel wear:
Off (No tire and fuel wear, therefore it is impossible to get eliminated due to a lack of fuel and worn out tires)
Mild (Mild tire and fuel wear with noticeable durability)
Strong (Faster tire and fuel wear)
Realistic (Every car has a specific point where and how its fuel gets consumed and how its tires wear off, like in the real-world version of a certain car)
When the car runs out of fuel, the engine should deactivate instead of letting the car run at a slower speed, therefore eliminating the racer from the race
Forzavista:
Ability to Forzavista every single car available without having to buy them (like before you select a car in Free Play or buy cars, you can choose to Forzavista a certain car)
Detailed Forzavista like in Motorsport 4's Autovista mode (which was essentially the same thing)
Customization:
Same visual customization as Horizon 3 for cars that have featured there
The return of all visual customization items and wheels in the entire series considering if all the cars in the entire series return
Motorsport 4-style/Horizon 3 tuning for several cars (e.g. 1002hp possible on an RB26DETT when fully upgraded, 1459hp possible on a Fast and Furious Supra's 2JZ-GTE) and relevant engine swaps from the car brand itself
Nitrous, although portrayed realistically like in GT6
Ability to paint layers of rims separately (like in NFS 2015)
Ability to create a full racing cockpit for cars when fully upgraded (not just simply a roll cage in the car)
Engine de-restriction now part of tuning set-ups instead of an upgrade item
Ability to save a set-up for a certain track or layout
Time and weather:
Dynamic and transitioning weather for all tracks with complete 24 hour cycles (at the very least, 1080p and 60FPS, although that may be a little bit of a struggle)
Ability to set how fast time and weather will progress, the sky conditions and precipitation like in Driveclub
Free Play mode:
Manufacturer-type race mode (where when you choose a car, the AI would use cars from the same brand with equal performance, and you can either allow upgrades on their cars so it will be evenly matched)
Spec-type race mode (Same as Manufacturer-type, only with the AI driving the same exact car as you)
Motorsport 4-style car soccer mode (offline and online)
Tag (Virus) for offline and online
Motorsport 2, 3 and 4-style Hot Lap mode returning
Drag races in the similar vein of Motorsport 5
Proper drift mode similar to that in Rivals mode, as well as Sector Trial (like in GT6) instead of a lousy HUD option
Car bowling in the Top Gear Test Track for all cars
Timed endurance races (like in GT5's endurance races in Career, where you can set the time limit)
Standard qualifying or elimination-style qualifying for most game modes
Ability to select AI cars (like in Project Gotham Racing 3)
Multi-class racing (like in Project CARS where you can split the grid into various classes of cars)
Ability to change the colors of rental cars and to tune the default set-up of all rental cars in Free Play (like in Motorsport 2, 3, 4 and 6: Apex)
Driveclub-style penalties for off-road, off-track and collision, as well as the fact that it will add extra time to your race like in Motorsport 2, and several corner-cutting offenses can actually eliminate you (like in Shift 2: Unleashed)
LAN multiplayer and split-screen for Windows 10 versions
Ability to make a Free Play championship and share it like it's a tuning set-up or livery (much like how Forza Horizon 3's Blueprint feature works)
Online:
Same modes as Free Play, with the ability to choose out of any and all of the cars and tracks in the game
Public vote kick system
Private hoppers
Multi-class hoppers
Practice mode similar to GT6 online where you can just freely drive before you decide to start the race
Standard qualifying or elimination-style qualifying
Shuffle racing similar to GT5
IRacing/GT Sport-style driver rating for every player online (to those who have been driving dirty within Forza online, you have been warned!)
Car clubs like in the previous games
Custom Rivals events that can be shared like in Forza Horizon 3
Sharing/Auction features:
The ability to gift cars to certain people
Ability to save an unlimited number of tunes and liveries
Same Storefront and Auction House features as Horizon 3
Mods:
Same mods as Motorsport 6, but a lot more added to cater to all the new cars and tracks
New method of getting mods, instead of trying your luck, you can individually buy any mods you want by type
You can select up to three mods per type (three for Boost, three for Crew and three for Dare)
Livery System:
On race cars, painting the livery will actually re-name the car to just like for example:
"2016 Ford #66 Ford Racing GT Le Mans", when painted, the name will become "2016 Ford GT Le Mans Base Model" in order to avoid confusion.
You can download as many liveries as you want in advance, but you can insert them if you have the car assigned to the livery.
All sponsors from the entire series returning for the Livery Editor, including hundreds of new ones
Ability to paint windshields like in NFS 2015
Other Features:
The ability to rewind in Test Drive mode
Pre/post race screens in Test Drive mode
Ability to save an unlimited number of replays and photos
Movie director mode similar to Motorsport 3 and 4
Museum features related to every single car brand (GT5 style, only offline and will be updated when new manufacturers arrive through DLC)
Ability to choose player apparel for male or female characters (like in GT6)
Same leveling system as Motorsport 4, where you get credits, a choice of several free cars, and manufacturer affinity where this could not only let you get upgrade discounts but also discounts on cars from that brand as well (up to a 50% discount on cars and all upgrades free).
Pit stops must be available for AI as well and must feature actual pit crews and an interactive way of pitting in like in GT6
Numerous home spaces (like up to 25+ or 30 of them), containing the mansion garage in Motorsport 5, the hotel parking area in Rio de Janeiro (from Motorsport 6), the pit lane garage (also from Motorsport 6), as well as all of Motorsport 4's home spaces, re-mastered.
No more Unicorns/Community Bounty/Forzathon cars
No more Tokens
Drivatar overhaul in which they will no longer drive like wild, zoo animals that can be borderline annoying, idiotic and nearly impossible to avoid
Custom soundtrack support through Groove Music
Selecting between standing and rolling starts through Career mode
Fully adjustable HUD like in Project CARS
Ability to turn ghosts on or off
DLC Structure:
Similar to Driveclub where it's a complete season pass where you can get an abundance of content for a relatively low price (at least $19.99), which should cover 90% of all DLC packs, expansions and other content (not including VIP).
DLC (as well as digital purchase for the game) won't get de-listed after several years of being on the Xbox Store
Wheel Support:
Same wheels being supported for Motorsport 6: Apex and Horizon 3 for PC and console
Last edited: