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RakimYang

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  1. RakimYang

    What do you want in F1 2014? GAME IDEAS

    To add something to my previous post... -the intelligence of lapped cars---When lapped, AI should not only reduce their speed, but they should also be able to be aware where they should reduce the speed to let faster cars through. Being blocked by a lapped car in the corner which has only one racing line /in the apex is just so annoying but helpless. -the simulation of qualifying---AI only posts their fastest lap times whenever the player is on the circuit. And in Q3, it is really ridiculous for all the AIs keeping just 1s from each other when they do their flying lap. They should be smarter, for example, taking tyre strategy into account in every session of the race weekend.
  2. RakimYang

    What do you want in F1 2014? GAME IDEAS

    From the perspective of offline PC (keyboard) player, here's my suggestions based on the already-pretty-improved F1 2013: -manual pitlane control---pitlane driving and tyre change (by pressing a series of control buttons) -3 practice sessions (essential!!) -tyre data consistency---I suggest the tyre degradation should be consistent. For example, if a set of fresh medium tyre can last for 10 laps on a certain circuit in the FP session, then in the race it should also last for at least 8-9 laps (depends on the race distance choice i.e. 10%, 15%, etc.). The difference should not be very large ( 5 laps too large for 100% race, 3 laps for 50% in my opinion). Otherwise, testing the tyre in FP is useless since any information got does not reveal true degradation level. -AI Aggression---by attempting some overtakes, AI will make errors as players do and that will also ruin or hurt their tyres. -Mechanical failure---a low to moderate probability (low for better teams and moderate for lower-ranked teams) to get DNF due to mechanical failures. Alternatively, it can be set as adjustable according to players' preference -Realistic lap times for AI---Regardless of difficulty, how possible is it for an AI driver to post a race FL that is within 0.5s of the pole time/best times of the weekend (if wet quali) ? Also, AI seems not to suffer from trye degradation or they just cope with it "too well", judging from AI's race pace. AI posting a new FL after running a 10-lap or longer stint must be avoided!!! -more helpful race engineer---agree with previous posts -after-race action---1) the in-lap after the race; 2) the perc ferme/ podium animation (should contain different scenarios (drivers hugging, chatting, jumping to celebrate, spraying champagne,etc.), presented after each race with random choice). Different celebration posture/motions should be considered for each driver. Codemasters did a good job on this for the F1 Star entertainment game! 3)press conference/ driver interview: expressing one's feeling to gain fan support and reputation or team support (same as team chemistry in football/basketball games) -A bit more selfish concern but is demanding for the game developers---two different physics systems catering for keyborad players and pad/wheel controllers. Although i really like the traction and tyre degradation model in F1 2013, it is extremely hard to control the rear when leaving a slow corner and hard to manage tyres for keyboard players. -Wet weather AI---AI "should" make more errors in wet/dynamic conditions. The lap times in wet conditions should be a bit less consistent, gaps between drivers can be enlarged a little to distinguish excellent drivers from good drivers. Also I want to comment on a few previous posts. As far as I know, unfortunately, due to the contract with the FOM, this official game is unable to show real-life timing graphics and likewise, the drivers cannot transfer from the 2014 team to another, the painting of the cars cannot change as players wish in a creative way, or the contract may be violated. But still good suggestion for Manager Mode or Fake sponsors involvement.  Really look forward to the improvement on the F1 2014 ! 
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