As the release of Forza 5 becomes imminent by the end of this year, here's my "Ultimate" Forza 5 Wish List.
I returned to Forza 4 this past weekend, and every time I remembered something I'd like to see in the next version, I'd stop and add it to this list. I rounded everything out by looking at lists on other forums.
This isn't the thread to compare Forza to Gran Turismo, or if you're a "sim-snob," bash on console games.
Take a look. You might actually see some things you'd like added to your favorite simulator or another racing title.
If you have something good to add, I'll add it to this list.
Also, remember this is Turn10 Studios, and they essentially do what Microsoft tells them to do. Of course what Microsoft wants is to sell to the masses, so it's a challenge for Turn10 to develop Forza 5 as a more advanced simulator while making it a "pick up and play" title for everyone. I was actually pleased that Turn-10 was able to add Kinect (which I don't use) as mandated by Microsoft, but it didn't ruin the game for the more "hard core" fans of Forza. I'm hoping Horizon will appease Microsoft for serving the masses, and allow Turn10 to take a more serious approach to their Forza Motorsport title. Of course Codemasters and Eutechnyx are making a lot of progress on their "sim-cade" titles with great examples of how to cover a wide range of players/drivers, and options to turn on more advanced features to push the titles more to the simulator side.
...and Dan Greenawalt, if you're still Turn10's game director, please take a few minutes to look over this thread!
Sense of Speed: Overall, FM4 lacks a real sense of speed. 60mph feels more like 30mph, and 150 feels like about 90.
Manufacturer and Model Races: A single race, or a series of races for each car, both stock and tuned versions. The car can be raced "stock" before it is purchased, and a discount is awarded depending on the finishing position. A "tuned" race or series should also be available, with options to race at each class level (with matching opponents, class limits dependent upon car upgrade limits). This entices players to drive each car and tune them for each class. It also increases the immersion, and adds more value and length to the title.
Unlimited Garage: Lift the 550-car limit
Improved Setup Manager: An option to view all upgrades and tuning settings for each saved tuning setup before applying it to your car. All can be displayed in a table.
Ballast: Front to rear ballast and ballast weight needs to be added to tuning setups.
Power Limiter/Throttle Governor: Drop your car's power and performance points while retaining installed upgrades. There should also be an option in online races to allow or prohibit the use of this.
Tuning Changes Retained while in Rivals events: In FM4, any tuning modifications made while in a Rivals event (before starting the event) are lost once you exit the event. The only way to retain them is to select Tuning, select the setup manager and save it, THEN when you exit the event, you must go to the tuning, upgrade, or saved setups screens and load the setup.
Transmission Info/Indicator: Displayed in the cars' dealership and garage screens. Based on the actual real-world car, such as gated manual, sequential stick, sequential paddle. This facilitates setting up actual shifting before you start a race--such as a gated, sequential shifter, and in-game settings for manual or manual with clutch.
DLC Indicator/Icon: All DLC cars in both the dealership and your garage should be marked. This helps when specifying cars for online races where some participants may not have all the DLC cars. This should also apply to DLC tracks (if they are introduced). This was added to Horizon, so I'm sure it'll be incorporated in FM5.
Transitional Lighting: More options to set a specific time of day or night, or real-time transitional lighting for longer races (especially endurance races). This will also include nighttime driving.
Weather (cloud cover, rain): More options to set specific or variable weather conditions. Conditions can also change during a race, from sunny, to overcast, to light rain, to heavy rain (ie, F1 2012). Conditions can also vary on different parts of the track (Nordshleife can be sunny on one side, with heavy rain on the other). Variable conditions will be more applicable for longer races. In some cases, selecting a harsher weather condition could result in an additional credit bonus.
Braking Smoke and Plumes: Hard braking, especially locking, creates smoke. For in cockpit view, this could be "exagerrated" some so it's visible (comes over the hood enough to see).
Tire Wear: Applicable to longer races. Pit strategies will be important for races longer than 15 laps. There should also be a "realism" setting for more rapid or more realistic tire wear. This could be changed for online races, where faster tire wear could be applied to shorter races to "require" all drivers to pit at least once during the race. A tire-wear indicator should also be included, in addition to the tire temperature indicator (not sure if it's shown in the damage graphic that you can turn on during a race).
"Edge" Physics: In FM4, cars often "over react" when they run off some edges of tracks. The most notable is the last turn of the Indianapolis Speedway, where just "touching" the edge can cut your speed in half (I often refer to this as the "blade of grass factor"). Also, there are many cases where cars will go into unanticipated spins or drifts when they actually shouldn't.
Rumble Strip and Curb Reactions: In FM4, It often feels that the physics engine doesn't handle many of the rumble strips and curbs properly. Cars can "over react" and "grab" rumble strips and cause the car to break loose or spin, when in real-life, they wouldn't. Also, there are many curbs and strips that are too large or have too much of an elevation or angle. These often cause most cars to pitch on their sides, or even launch and cause the car to barrel roll. On many tracks, I often find myself focusing on not "touching" some curbs because I know the car will react unpredictably, and this actually takes me out of the "immersion."
Track Corrections: Some of the FM4 tracks based on real-world tracks aren't correct. Some examples... The Nordsheife has some missing sections, many turns are too wide or are "straightened" and some elevation changes aren't correct. Also, the last couple of turns of the Road America track aren't quite right, primarily the elevation changes. Overall, it seems many of the tracks have been "dumbed down" to make them easier.
MORE Tracks: More tracks at launch, and a program for DLC tracks. We need Spa, Daytona (oval and road variations), Brands Hatch, etc. Also, bring back the Le Mans Bugatti Circuit and New York (fantasy), and the 24-hour version of Nurburgring (both Grand Prix and Nordsheife tracks connected).
Track Cars: Ariel Atom, KTM X-Bow, Caterham. These "track toys" definitely need to be added, if the licensing can be worked out.
Tires--compounds and treads: Applicable to longer races and weather conditions, two or three tire compounds should be available (grip vs wear) and treads for rain conditions (many sport tires are not suitable for rain).
Fuel Consumption: Applicable to longer and endurance races
Team Radio: Spotter (optional) and team captain. Information about flags, accidents, other drivers pitting, etc. Option to send simple messages to change pit strategy, tire selection, basic suspension adjustments, etc. Definitely applicable to longer and endurance races.
Flags: Yellow, Green, White, Checkered (with characters waving as appropriate), etc. An option to turn on, and dependent on the type of event.
Car Vicinity Graphic HUD: Option to turn on a hud feature showing cars around you, primarily in your blind spots and behind. This overcomes the limitations of most simulators not able to accurately provide good "feedback" to determine where other cars are in relation to you. A common mistake is to change your line and catch the backend on a car in your blind spot, loose grip, and get turned into a barrier.
Left or Right-Side Drive: Option to select left or right-side drive, unless the "real-world" car is only manufactured one way or the other.
Decals, Edit Groups: Option to edit grouped decals independent of the other layers. Selecting this option opens the grouped decals on a grid with only those items selectable and editable.
Support for wheel AND controller: Need to use the controller sometimes, especially when applying decals. Kind've a pain to turn off the wheel and connect the controller, then turn off the controller.... GT5 allows you to use both (of course the PS3 controller architecture is different, so there'd have to be a workaround).
Matte Paints: They're in Horizon.
Adjustable Cockpit view and Rear-View Mirrors: Make all rear view mirrors actually useable (at least the center and driver's side).
Buy, Buy, Buy--NO NO NO: I can't stand the recent move of many game developers where, after you purchase a game, it constantly asks you to buy more content, and it's worse when many players can't participate in an event because they haven't purchased specific DLC.
Career/Single Player Mode ---------------------------
Practice and Qualifying: An option to practice (with tuning) and qualify for grid position. The car can be tuned during practice, and then the tune is "locked" for qualifying and the race. Practice should be limited to an hour, and qualifying limited to 15 minutes (or longer depending on the track). You can also "skip forward" to end either session at any time and progress to the race. This can be skipped completely, and the player will be placed in the default grid position for the race.
Improved AI Opponents: All drivers need to race clean and respect your driving lines. In FM4, when the opponents are set to "professional," only the first two drivers actually drive as expected. All AI drivers on the grid should drive in the same fashion, but maybe slightly "slower." In FM4, all the remaining drivers (third back) behave more like over aggressive and unpredictable idiots. They exhibit sudden line changes, very unexpected braking habits, and often crowd you off the pavement as if you aren't even there. "Professional" is not the word I would use, unless this is Mario Cart. I often find myself restarting races repeatedly because the AI did something ridiculous or stupid. Case in point, on the sixth lap of a seven-lap race, a starting third-place Ferrari (somehow in second) suddenly locked up its brakes right in front of me... at the entrance of the main straightaway on Silverstone... with NOTHING in front of him. I was just coming out of his draft to overtake him, and there was nothing I could do but rear-end him and spin into the barrier.
Longer Races: A "pro" option for races of 10 or more laps. Considering that most cars need a lap or two to warm up their tires, two to five laps is ridiculous. It's barely a race at all, and (especially without qualifying) it forces you to drive more aggressively and often in an "unprofessional" manner. A more advanced option would be even more difficult AI where a longer race would be necessary to overtake and beat them.
Endurance Races: Two, Four, nine, twelve, and twenty-four hour races.
Super Laps: Bring back the super laps from FM3, with race and track-day versions. We can enjoy the longer, beautiful tracks, like Nordshleife or Fujimi Kaido, any time we like, and earn additional credits while doing so. In FM4, there are a couple of Rivals events, but I'd like to see them in the regular Events window.
Pre-Event Car Selection: Option to view all the cars in your garage that are eligible for the event you have selected, even if your current car is eligible. Also, in addition to "under-tuned" cars, "over-tuned" cars should also be listed (and you have to de-tune them for the race).
Pre-Event Tuning Setup Manager: When you select an under or over-tuned car while in the event screen, in addition to the "Auto Upgrade" feature, there should be an option to access stored tuning setups for your current car. This would be logical, and saves additional steps to cancel out of the event, select the car, then go to the Upgrades screen.
Event Completion Rewards: Win cars or credits (like in FM3) when you place first in all races of an event.
Rolling Start for Hot Laps: An option to start a hot or timed lap with a rolling start with warm tires.
Series Events: System to manage a series of races for either your club, friends, or invited drivers. Series manager can specify drivers from their club, friends list, or other players they've raced with online recently, and it sends out invitations for them to sign up. It specifies cars, spec, class, upgrades, the events, tracks, race length, weekly dates and times. It also keeps track of the series positions. A nice feature would also be a car list and/or a place to retrieve specified tunes.
Required Pitting: A setting for an online race. If not mandated by tire wear (see above), the number of required pits can be set for a race. If pits are skipped, a penalty will be imposed, such as finishing position, time off the final lap, or grid position in the next race (if it's part of a series).
In-Game Steering Wheel Options: Advanced mode to turn it off. If it's on, match on-screen rotation to actual rotation with hard single-handed cranks or hand-over-hand animations.
Chrome Finishes/Paint: In a variety of colors.
Manned Pit Stops: Pit crews jump out, jack up your car, and change tires (in-race selectable option for a longer pit to make minor body or aero repairs or taping).
Club (Ware)house: Of course, provide shortcuts for everything, but the option to walk around your "club house." Go to the office, clubroom, or lounge to view the bulletin board, and walk around the "warehouse" to see all the cars in the club garage. Take a car for a test drive, and show the car approaching an opening garage door with "blinding light" as it glints off the car (this can also be skipped). The bulletin board can include information about members, their stats, and proposals and announcements for upcoming races.
Run-Off Rubber Build-Up: Watch a real race, especially something like F1, V8 Supercars, or LeMans, and you'll see many rumble strips, especially the outside exit strip, with a lot of rubber build up on them. Tracks in FM4 are way too pristine (and some of the strip scaling, mentioned above, makes you want to avoid them).
Debris, Marbles, and "Dirty" sections: As a race progresses, a slightly visible build-up of debris and marbles outside of the regular driving line. If a driver runs into those areas, it affects grip and tire performance as the marbles and dirt stick, then detach for the next 100 feet or so.
Online or Network Team Endurance Races: Maybe hard to execute, but it would be an incredible feature. Set the number on your team, specify the number of laps for each, and coordinate who takes the wheel at the next pit stop. The server would automatically switch the "view" for the driver while other team members watch race-camera views. An option for the team to select the next driver could be possible as well with clear notification of who needs to be at their wheel and ready to start driving at the next scheduled driver-change pit.
Helmets: Design custom helmets, graphics, style, visor color, etc.
Racing Suits: Full design studio for racing suits. Change panel colors individually, select fabric (satin, matte), and apply graphics and logos. Select popular brands and colors of shoes and gloves. Options to include your driver outside the car in photo mode, with posing options.
Dirt and Car Wash: Cars get dirty, and there's build-up during a race. The dirt is cumulative, and cars require a wash every once in a while. A realistic car wash with brushes and a drying crew would be a nice touch, but include an option to skip forward.
Track Creator and Editor: Ability to pick from different landscapes with editable elevation changes. Lay out the track either piecemeal or with a "controlled random" method. Place start/finish, and other features as you choose.
LeMons Racing: Used, older-model cars valued at less than 500 credits, stripped down with some racing modifications with cheaper used parts. The cheaper they are, the more likely they'll fail and affect your race. Maybe even an option to "retain" some of the damage from race to race (player can adjust how much and it costs them something, more repairs costs more credits).