- 26,911
- Houston, Texas, USA
- JMarine25
Gran Turismo has always been about the driver. One driver. Many cars. It was always the deal in just about any racing game. Why don't we envision team-based focus? I made a comment in one thread about how I feel like part of a race team rather than just one guy collecting lots of cars the world over. I buy cars. I tune them. I upgrade them. I race them. No way possible can one person buy and tune up lots of cars and isn't somehow a one-person team. I personally have my own virtual racing team- which I call Moonlight Motorsports. I have my team colors of blue and gold. As much as I feel like I'd like to modify cars to represent an expanding race team, the feeling of one's own racing team is missing from GT. While not a pure racing sim, I'd like to be able to have at least elements of such a game for a game series like this one. I would love to see Racing Modifications return. And not just pre-determined RacingModify (to use Tourist Trophy speak) schemes and models, but my own cars fully tuned for racing and actually bearing team colors. I even imagine a race shop specializing in making custom race cars. And if I cannot make a car into a full-on racer, at least open the possibility of painting up cars and adding aerodynamic parts (wings and splitters). I just miss Racing Modifications as well as not really feeling like I have a virtual team to campaign in Gran Turismo. There's one more reason for some team focus- online play. I'm sure there will be plenty of online factions taking on other people online. Maybe connecting with buddies online and sharing data can help make larger race teams. But you never really have the feeling you're part of a race team.
Likewise to this, I think of B-Spec as my teammate. Or I also think of B-Spec as my protegé that I'm coaching to be the next grand champion of Gran Turismo. This is simply a functional deal I want to set up. I've expressed in past threads about team-based concepts. What I am NOT going for is something similar to the EA Sports NASCAR games in which you go from one teammate to another to try to have the whole team sweep the top positions. I even think of as many as three different B-Spec teammates that represent a four-driver team. And for endurances, one car could have as many as four drivers to a car. Only thing I wouldn't be sure of is if a 3-car team with four drivers to each car (12 drivers total, counting yourself) would be possible.
What I'm trying to come up here is a look at how we can give some kind of feeling of being part of a race team rather than just being one driver who's going it alone to be the best GT racer in the virtual world. Would a team concept work in this game? How would it be implemented? Could it provide a different GT experience than ever before? Could the series benefit from a model like this? I will introduce concepts to express my visions. This thread is to discuss a GT model that has you part of your own race team rather than some faceless driver with a nonexistant team and lots of cars.
--- Team Model Constants ---
* Be allowed to make a profile and even type in your name.
* Have the option to make your own team. If you don't do this right away, you'll need to try to perform great enough to be part of a new race team. But still, you can still make your own race team, granted you have the money to make it work.
* Still be able to edit names of teammates and any of the team principals. Or, just let there be randomized names.
* You make money in races. The team makes their own money based on success at the track.
* You may choose to leave a race team or terminate your old one. Trouble is, you lose everything you've worked on. B-Spec racers created or "purchased" will be looking for other teams and are up to be scouted.
* The team may be able to purchase cars for you rather than spend your own money. This is only as long as you're not starting out a new game and trying to get a Le Mans Prototype when your team only has 50,000 Credits.
* Team logos and team colors are possible including alternate paint schemes. These graphics will be applied to your cars.
* Cars made by a team can be sold online for other teams to purchase and try to win races with. The auction winner or buyer will be able to modify the paintscheme to make it a new car for a new team.
--- Team Model A: Casual ---
"Ridge Racer V" let you be able to make your own race team. This is what I'm getting at with all of this. Rather than being just one person who has his/her own team, you're part of a race team (and supposedly the most promising driver). This is a casual team model as there is nothing in the way of anything pure. A pure team would have elements of stuff like signing contracts to teams to be their driver and getting paid some amount of money. No. You are still playing Gran Turismo the casual way... only that you're part of a team you can proudly call your own with your own graphics and tuning of cars. Paint up your hard-tuned cars to become your own full-on race cars. This even means Racing Modifications as well as customer race cars that can be painted up and ready for racing across various automotive disciplines. No more of being a faceless racer blessed to have his/her own team in the pits. Past pictures of "GT5: Prologue" have shown pictures of the driver getting into a car and even consulting with the team principal before a race. Potential is there to have your own race team and actually feel like you're racing for a team and not just driving by yourself with a faceless and nameless team. By the way, the team has near limitless money in this casual model.
--- Team Model B: Advanced ---
The second team model is like Team Model A, only this one is more detailed as you'll need to find good drivers to be teammates including other B-Spec drivers. The B-Spec crew can compete on the track along with you to try to enhance the team's chances of success. More wins mean more money. Either you can start your own team, or try to work hard enough to join an existing team. These newer teams have their own specially-tuned cars for you to race. Early teams have mostly bone-stock street cars tuned for amateur racing. Better teams have more pure race cars and even lots of exclusive racing machines.
--- Team Model C: Professional/Management ---
So you can't win races or drive cars very well. Next best thing would be to become the team principal. You're in charge of finding driving talent to help your team win races. Really, this is a micromanagement deal that may not appeal to the casual gamer quite well. Elements of Team Model B are included, only that this is about management. The toughest kind of driver for this model is the team driver/owner since you have to win your own races AND manage an independent team at the same time.
Team-based concepts. Now here are some various questions to help you get started in your post. What would interest you about a team-based model? Does it fit in GT's general scheme? Could it enhance the GT experience? What model do you like best? What would you change about any of the given models? Do you think something like this could help make GT5 more interesting and thus have more playback value? This is your team-based Gran Turismo focus. Feel free to offer your comments.
Likewise to this, I think of B-Spec as my teammate. Or I also think of B-Spec as my protegé that I'm coaching to be the next grand champion of Gran Turismo. This is simply a functional deal I want to set up. I've expressed in past threads about team-based concepts. What I am NOT going for is something similar to the EA Sports NASCAR games in which you go from one teammate to another to try to have the whole team sweep the top positions. I even think of as many as three different B-Spec teammates that represent a four-driver team. And for endurances, one car could have as many as four drivers to a car. Only thing I wouldn't be sure of is if a 3-car team with four drivers to each car (12 drivers total, counting yourself) would be possible.
What I'm trying to come up here is a look at how we can give some kind of feeling of being part of a race team rather than just being one driver who's going it alone to be the best GT racer in the virtual world. Would a team concept work in this game? How would it be implemented? Could it provide a different GT experience than ever before? Could the series benefit from a model like this? I will introduce concepts to express my visions. This thread is to discuss a GT model that has you part of your own race team rather than some faceless driver with a nonexistant team and lots of cars.
--- Team Model Constants ---
* Be allowed to make a profile and even type in your name.
* Have the option to make your own team. If you don't do this right away, you'll need to try to perform great enough to be part of a new race team. But still, you can still make your own race team, granted you have the money to make it work.
* Still be able to edit names of teammates and any of the team principals. Or, just let there be randomized names.
* You make money in races. The team makes their own money based on success at the track.
* You may choose to leave a race team or terminate your old one. Trouble is, you lose everything you've worked on. B-Spec racers created or "purchased" will be looking for other teams and are up to be scouted.
* The team may be able to purchase cars for you rather than spend your own money. This is only as long as you're not starting out a new game and trying to get a Le Mans Prototype when your team only has 50,000 Credits.
* Team logos and team colors are possible including alternate paint schemes. These graphics will be applied to your cars.
* Cars made by a team can be sold online for other teams to purchase and try to win races with. The auction winner or buyer will be able to modify the paintscheme to make it a new car for a new team.
--- Team Model A: Casual ---
"Ridge Racer V" let you be able to make your own race team. This is what I'm getting at with all of this. Rather than being just one person who has his/her own team, you're part of a race team (and supposedly the most promising driver). This is a casual team model as there is nothing in the way of anything pure. A pure team would have elements of stuff like signing contracts to teams to be their driver and getting paid some amount of money. No. You are still playing Gran Turismo the casual way... only that you're part of a team you can proudly call your own with your own graphics and tuning of cars. Paint up your hard-tuned cars to become your own full-on race cars. This even means Racing Modifications as well as customer race cars that can be painted up and ready for racing across various automotive disciplines. No more of being a faceless racer blessed to have his/her own team in the pits. Past pictures of "GT5: Prologue" have shown pictures of the driver getting into a car and even consulting with the team principal before a race. Potential is there to have your own race team and actually feel like you're racing for a team and not just driving by yourself with a faceless and nameless team. By the way, the team has near limitless money in this casual model.
--- Team Model B: Advanced ---
The second team model is like Team Model A, only this one is more detailed as you'll need to find good drivers to be teammates including other B-Spec drivers. The B-Spec crew can compete on the track along with you to try to enhance the team's chances of success. More wins mean more money. Either you can start your own team, or try to work hard enough to join an existing team. These newer teams have their own specially-tuned cars for you to race. Early teams have mostly bone-stock street cars tuned for amateur racing. Better teams have more pure race cars and even lots of exclusive racing machines.
--- Team Model C: Professional/Management ---
So you can't win races or drive cars very well. Next best thing would be to become the team principal. You're in charge of finding driving talent to help your team win races. Really, this is a micromanagement deal that may not appeal to the casual gamer quite well. Elements of Team Model B are included, only that this is about management. The toughest kind of driver for this model is the team driver/owner since you have to win your own races AND manage an independent team at the same time.
Team-based concepts. Now here are some various questions to help you get started in your post. What would interest you about a team-based model? Does it fit in GT's general scheme? Could it enhance the GT experience? What model do you like best? What would you change about any of the given models? Do you think something like this could help make GT5 more interesting and thus have more playback value? This is your team-based Gran Turismo focus. Feel free to offer your comments.