NFSU 3?
Of course, handling would have to improve towards realistic aswell...And AI definitely, this is not demolition derby.
But true, in order for the game to remain fun, fully realistic damage is not a good idea. But atleast something should happen, if only just visual damage. This would affect earning system aswell, as it would cost money to get damage fixed. The NFSPU system worked pretty well.
But true, in order for the game to remain fun, fully realistic damage is not a good idea. But atleast something should happen, if only just visual damage. This would affect earning system aswell, as it would cost money to get damage fixed. The NFSPU system worked pretty well.
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- Drift King
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Because we want realism.Dragster wrote:Why do you all want damage
Then learn to drive...Dragster wrote:It's a bit stupid --> you make a nice car, and then you go scratching it on the walls, or bang it in a wall laughing "meahahea!!!"
And why shouldn't it be the same in games?Dragster wrote:No damage. Why? Think a bit... in real life, street race, damaged car means totaled and out of rep and all
It's the closest to reality most of us will ever get. In real life, I'll never be able to drive a Diablo against other racers, but in NFS, I can... And I want it to be as real as possible...Dragster wrote:Erm... computer games---> reality? not...
Highways often go outside of the city centre, and hitting 360 kph isn't impossible if you have a seriously fast car. It's not supposed to be easy to drive in 200 kph in a city, and when you do that, you must expect to hit some walls. Or use the breaks...Dragster wrote:And I don't think that is very realistic to drive 360kmph on a city highway. In nfsu2 I hit walls to often, so damage would suck for me. Juiced is different, handling is better and more realistic, which makes it easier not to slam walls
100% realistic damage would be too much, I agree. But in NFSPU, the damage also had an effect on handling and power. Especially if the engine part of the car got damaged. And paying for damage is only fair. Paying for damage you've caused other drivers should also be an option imo And of course the other way around....vellu wrote:But true, in order for the game to remain fun, fully realistic damage is not a good idea. But atleast something should happen, if only just visual damage. This would affect earning system aswell, as it would cost money to get damage fixed. The NFSPU system worked pretty well.
I agree. The NFSPU damage vs payment system was pretty good. Allthough the performance loss wasn't very big (unless you really wrapped your car around a pole), which on the other hand kept the game difficulty at a tolerable level.Morty wrote:100% realistic damage would be too much, I agree. But in NFSPU, the damage also had an effect on handling and power. Especially if the engine part of the car got damaged. And paying for damage is only fair. Paying for damage you've caused other drivers should also be an option imo And of course the other way around....
However, if a damage system is ever going to be a part in a tuner game (underground or otherwise) I'd like to be able to adjust it. This way everyone could find their own preferred driving style (arcade or simulation).
I know one racing game that has excellent damage system, and which is adjustable (external config file, but anyway): Mobil 1 Rally Championship (from 2000). Very realistic game over all, by the way, not for beginners. You could adjust the damage received from 0 to 100000%. At a setting of about 500-600% a collision with a tree at about 100kph usually meant instant stop to the race. 0 points, next race... As it should be if one is going for extreme realism.
100% (default setting) is pretty tolerant, and I think good for a starting setting. Allows some "excursions" off the road. I usually use 250% setting: one crash isn't enough to end the race right away, but usually is enough to mess up the car so badly you're lucky if you can finish all stages (depends of course whether you crash on the first stage or the last stage), tends to break down at finishing stages...
I totally agree with vellu.
However, tuning games (reffering to engine tuning) should have detailed performance damage, nitrous blows, turbo lacks, muffler systems brakedown, ECU failures etc.
Visual damage should be there only to make the game more exciting, imo.
Detailed performance parts tuning should follow all I said before. The player should adjust options like in nfsu2 (but adjusting should have its result )
Performance damage should be a priority in tuning games imo, in movies like "Biker boys", F&F movies, it often happens that clutch failes, nos blows (remember the F&F eclipse first drag race after getting nitrous?)
And damaging your car doesn't mean it's realistic. The cars in nfsu2 are acting like trains, listen to every steer you give, and how come I don't hit the rocks and trees in ex. CMR or something else? Because I try not to, I would damage the performance of my car. In nfsu2 it doesn't matter. Juiced is a bit different, but far from my wishes...
However, tuning games (reffering to engine tuning) should have detailed performance damage, nitrous blows, turbo lacks, muffler systems brakedown, ECU failures etc.
Visual damage should be there only to make the game more exciting, imo.
Detailed performance parts tuning should follow all I said before. The player should adjust options like in nfsu2 (but adjusting should have its result )
Performance damage should be a priority in tuning games imo, in movies like "Biker boys", F&F movies, it often happens that clutch failes, nos blows (remember the F&F eclipse first drag race after getting nitrous?)
And damaging your car doesn't mean it's realistic. The cars in nfsu2 are acting like trains, listen to every steer you give, and how come I don't hit the rocks and trees in ex. CMR or something else? Because I try not to, I would damage the performance of my car. In nfsu2 it doesn't matter. Juiced is a bit different, but far from my wishes...
- Maverick2K4
- Drift King
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Well, if you drive directly into a building, or get hit by an AI going in 200 km/h, you can give up on winning the race... Imo, the difficulty was mostly based on keeping the car on the road... Especially the rear engined 911s... But you can get far with some practisevellu wrote:The NFSPU damage vs payment system was pretty good. Allthough the performance loss wasn't very big (unless you really wrapped your car around a pole), which on the other hand kept the game difficulty at a tolerable level.
I also know a few games with adjustable settings...
GTA3/VC (and hopefully SA) is very open for physical customizing, so you can pretty much decide how much a car can take before it bursts into flames. Driving a 50 ton taxi in 800 kph with damage on 0% is kinda fun for a while...
Mercedes Benz World Racing has an option where you can adjust difficulty from 100% arcade to 100% simulation.
Toca Pro Driver also has a good damage system. During the first straight line on a DTM race, parts are flying all over the place (the AIs really want to win), and if you keep crashing hard enough, vital parts (like front wheels) might suddenly be going in a different direction than the car. And the race is lost.
I totally agree about the performance damage, but visual damage should also affect the performance. Like, if you lose the spoiler, you might experience difficulties in handling the car in corners. And if you hit a car in 150 kph, you should lose the hood, get a messed up front, and the car shouldn't be able to move faster than 100 kph after the crash (if it should be able to move at all)...Dragster wrote:tuning games (reffering to engine tuning) should have detailed performance damage, nitrous blows, turbo lacks, muffler systems brakedown, ECU failures etc.
Visual damage should be there only to make the game more exciting, imo.
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