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Thread: The NSGP2 Suggestion Thread

  1. #1
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    Default The NSGP2 Suggestion Thread

    Must have Ideas:

    • % of fuel shown while tanking! See example -------------> IMAGE
    • Ability to save online race replays as in offline (MOST WANTED)
    • Some basic damage areas for the car (front/rear wing, tyre, etc) affecting different aspects of driving like punctured tyres, damaged steering, gearbox partial failure (losing a single gear, gears don't change properly...)
    • Damage modeling which impacts performance (e.g. car leans left/right, brakes/drive less effective and/or top-speed reduced rather than a straight damage bar - I would prefer this sort of thing to a reliability index for complete car failure, each element could have a reliability factor that may affect performance during a race for all cars)
    • Start with any fuel amount (could be set like now but with the ability to lower)
    • Flags system like in MRO (Mini Racing Online) see pics ------------------------>IMAGE1 IMAGE2 plus Penaltys for cutting turns,too much speed on pit,.... (Would be very nice to have it if possible)
    • Checkpoints for Quali, and Race!
    • Variable pit times (pit crew ***** ups)
    • Going off road adds slight damage to the car (much less than hitting stuff)
    • Hitting a wall = you at least have to pit
    • Have the lap counter be proportional. So you'd set how long the race should be, and then you get a differing number of laps depending on the length of the course. So you'd wind up doing approximately twice as many laps at Monaco as at Spa
    • Track elevation
    • Spectator mode
    • "SLR Chat system" used in Super Laser Racer. Assuming that was built as a module, it should be easy to extract that code an drop it into NSGP2. OR At least Autofocus on chat after each sent message
    • Allow to edit race settings without having to restart the server
    • wider tracks so online play is less frustrating?
    • Tyre marks on the track due to braking and by consequence...smoke also!!
    • Edit mode (to make tracks) much easier then now
    • Being able to run alone in a online server
    • Offline mode much more complete, like starting in Karts and making progress to all the different categorys until arriving to F1! And even then you would start as a test pilot and so on,...... (Really wanted)
    • Instead of many categories game spanning many F1 seasons. e.g. you start in 1991 and drive to 2011 with drivers and teams etc. changing either as they did or randomly simulating an alternate history line (I could actually do the performances for all of these, and perhaps even the liveries, depending on how complicated it would be to edit)
    • Different Tyre types with different wear/performance attributes. Some way of simulating getting tyres "warm" and into optimal performance zone (perhaps they perform differently in the first 30 seconds as they wear in? And then degrade at a certain wear point?)
    • Quali starting with car already moving or 2 laps for it, or an amount of time. (Would be very nice to have it)
    • In the end of race showing race time plus who made the fastest lap with the respective time
    • Built in Print screen function (MOST WANTED)
    • Include India track in Season and update driver names
    • The first car arriving to pit should stay on the spot ahead so he can leave pit without hitting the 2nd driver who in the mean while had arrived to change tires also.
    • Online Race time leader-boards as well as lap leader-boards. This would mean...dedicated servers!?


    Other
    Ideas:
    • Car failures (could be optional and a stat next to H/A/S)
    • Some achievements to gather
    • Maybe introduction of manual gears option!! (Would be awesome!)
    • Online career mode for 2+ players
    • Introduction of Pace-car!?
    • Increase the amount of cars per race (so we can play with series that have more cars than f1)
    • "Ghost" racing - be able to record ghosts of your laps/race and race against these. Preferably with multiple Ghosts so that races with multiple people can be simulated
    • Very simple car set up (slight effect) / different tyre types
    • Options to configure the Online Car (e.g. give everyone 9 stars and let them work out the best config)
    • Hide ghosts that are too close to your car in no collisions mode
    • Adaptive AI. Allow the AI to analyze your racing lines and accelerate/brake points, and map their racing lines and style to yours. This could also replace the somewhat tedious racing line construction used in the editor, just get the designer to drive 20-30 laps around the track and normalize the line from that. The brilliant thing about this idea is that it eliminates the need for skill levels - the game will adapt to your driving skill and adjust appropriately. Not only that, I can conceive these "AI" lines being able to be captured and uploaded for others to simulate races against you. This is feasible to program, AND would give amazing replay ability.
    • Improved lag compensation (the AI files idea above would help with this...)
    • Choose your driver's helmet color
    • In-race chat
    • In the final screen for all 20 cars in the ranking to have a small image of a car next to their name
    • Ability for the host to manually set the grid positions in online mode


    Games to have as reference to NSGP 2

    Without any specified order...

    Genrally - (for the gameplay and easy track editor, also the tyre marks on the track)
    Miniracing-Online - (For the flags system and smoke, race penaltys,...)
    Super Cars 2 (amiga) - (For the gameplay and competitiveness, and because its a reference in car games)
    Micromachines - (It´s a reference, i had to mention it)
    *GP manager 2 - (for all the managing and development stuff, something similar would be perfect, making contracts, Getting fired if no good results, sponsors, develop new car for next season, "stealing" technology from other teams,etc...)
    Roadclub (pc) - (For the car graphics maybe)
    Mad Cars (pc) - (For graphics and gameplay)
    Deliverace (iPhone) (Definitely for the car physics and graphics, tyre marks and smoke, the 3d maybe,...) Would be amazing if possible to have something similar!!!
    Turbo Sliders (pc) - (The F1 MOD is fantastic, a lots of ideas could be used from it, gameplay also)
    Formula GP - Everything from there except contact between cars. Check this thread: ------------------------> HERE
    Last edited by Alfonso; 02-28-2013 at 05:37 PM.

  2. #2
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    Default

    - Increase the amount of cars per race (so we can play with series that have more cars than f1)

  3. #3
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    NSGP "Virtually" Online
    - "Ghost" racing - be able to record ghosts of your laps/race and race against these. Preferably with multiple Ghosts so that races with multiple people can be simulated.
    - Submit Ghosts of best lap/race with online leaderboards (anti-cheat device as well as perpetual challenges!)
    - Online Race time leaderboards as well as lap leaderboards (see above).
    - Online competitions with ghosts - much like the old GeneRally comps, register online and you have X minutes to submit your ghost for a race. Races can then over a 1-week period without timezone problems, and many racers.
    - Combine all of above to follow the NSS5 "Online" career model, thus keeping the SP game relevant.
    - Combine various sets of leaderboard achievements to give racers an online ranking, based on best laps and best races over different race lengths.

    NSGP Multiplayer racing
    - Options to configure the Online Car (e.g. give everyone 9 stars and let them work out the best config). Handicapping options can also be configured with this.
    - Ability to manage online comps through central server like NSS5.
    - Option for timed quali session as well as fast lap.
    - Improved lag compensation (the AI files idea below would help with this...)

    In-race
    - Lap sector times
    - Damage modelling which impacts performance (e.g. car leans left/right, brakes/drive less effective and/or top-speed reduced rather than a straight damage bar - I would prefer this sort of thing to a reliability index for complete car failure, each element could have a reliability factor that may affect performance during a race for all cars)
    - Different Tyre types with different wear/performance attributes. Some way of simulating getting tyres "warm" and into optimal performance zone (perhaps they perform differently in the first 30 seconds as they wear in? And then degrade at a certain wear point?)
    - Tyre wear penalties for going off-track (to make corner cutting risky and simulate "flat-spotting")

    My ultimate pipedream
    - Adaptive AI. Allow the AI to analyse your racing lines and accelerate/brake points, and map their racing lines and style to yours. This could also replace the somewhat tedious racing line construction used in the editor, just get the designer to drive 20-30 laps around the track and normalise the line from that. The brilliant thing about this idea is that it eliminates the need for skill levels - the game will adapt to your driving skill and adjust appropriately. Not only that, I can conceive these "AI" lines being able to be captured and uploaded for others to simulate races against you. This is feasible to program, AND would give amazing replayability.

  4. #4
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    KOS....dont you want to organize this thread a little bit? So its more clean and organised?
    Just an idea. Try to make it as i did on the other thread with Priority stuff and other things to be implemented, if you feel like of course. It makes it easier to read and to have a better notion of what is there and not, in terms of topic. Also needs the update from the other suggestions or?
    Give that women touch in organizing that they can have very well!


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  5. #5
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    Not really, but you can do it... just give me the updated data and i'll copy/paste into first post

  6. #6
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    Quote Originally Posted by Sida79 View Post
    Not really, but you can do it... just give me the updated data and i'll copy/paste into first post
    Lazy bast***! Ok i will do it, as i like everything more organized and colorful,...

    Gathering of ideas to implement on NSGP2 so Simon can have a clear view when/if he starts to make it!!


    Must have Ideas:

    • % of fuel shown while tanking! See example -------------> IMAGE
    • Ability to save online race replays as in offline (MOST WANTED)
    • Some basic damage areas for the car (front/rear wing, tyre, etc) affecting different aspects of driving like punctured tyres, damaged steering, gearbox partial failure (losing a single gear, gears don't change properly...)
    • Damage modeling which impacts performance (e.g. car leans left/right, brakes/drive less effective and/or top-speed reduced rather than a straight damage bar - I would prefer this sort of thing to a reliability index for complete car failure, each element could have a reliability factor that may affect performance during a race for all cars)
    • Start with any fuel amount (could be set like now but with the ability to lower)
    • Flags system like in MRO (Mini Racing Online) see pics ------------------------>IMAGE1 IMAGE2 plus Penaltys for cutting turns,too much speed on pit,.... (Would be very nice to have it if possible)
    • Checkpoints for Quali, and Race!
    • Variable pit times (pit crew ***** ups)
    • Going off road adds slight damage to the car (much less than hitting stuff)
    • Hitting a wall = you at least have to pit
    • Have the lap counter be proportional. So you'd set how long the race should be, and then you get a differing number of laps depending on the length of the course. So you'd wind up doing approximately twice as many laps at Monaco as at Spa
    • Track elevation
    • Spectator mode
    • "SLR Chat system" used in Super Laser Racer. Assuming that was built as a module, it should be easy to extract that code an drop it into NSGP2. OR At least Autofocus on chat after each sent message
    • Allow to edit race settings without having to restart the server
    • wider tracks so online play is less frustrating?
    • Tyre marks on the track due to braking and by consequence...smoke also!!
    • Edit mode (to make tracks) much easier then now
    • Being able to run alone in a online server
    • Offline mode much more complete, like starting in Karts and making progress to all the different categorys until arriving to F1! And even then you would start as a test pilot and so on,...... (Really wanted)
    • Instead of many categories game spanning many F1 seasons. e.g. you start in 1991 and drive to 2011 with drivers and teams etc. changing either as they did or randomly simulating an alternate history line (I could actually do the performances for all of these, and perhaps even the liveries, depending on how complicated it would be to edit)
    • Different Tyre types with different wear/performance attributes. Some way of simulating getting tyres "warm" and into optimal performance zone (perhaps they perform differently in the first 30 seconds as they wear in? And then degrade at a certain wear point?)
    • Quali starting with car already moving or 2 laps for it, or an amount of time. (Would be very nice to have it)
    • In the end of race showing race time plus who made the fastest lap with the respective time
    • Built in Print screen function (MOST WANTED)
    • Include India track in Season and update driver names
    • The first car arriving to pit should stay on the spot ahead so he can leave pit without hitting the 2nd driver who in the mean while had arrived to change tires also.
    • Online Race time leader-boards as well as lap leader-boards. This would mean...dedicated servers!?


    Other
    Ideas:
    • Car failures (could be optional and a stat next to H/A/S)
    • Some achievements to gather
    • Maybe introduction of manual gears option!! (Would be awesome!)
    • Online career mode for 2+ players
    • Introduction of Pace-car!?
    • Increase the amount of cars per race (so we can play with series that have more cars than f1)
    • "Ghost" racing - be able to record ghosts of your laps/race and race against these. Preferably with multiple Ghosts so that races with multiple people can be simulated
    • Very simple car set up (slight effect) / different tyre types
    • Options to configure the Online Car (e.g. give everyone 9 stars and let them work out the best config)
    • Hide ghosts that are too close to your car in no collisions mode
    • Adaptive AI. Allow the AI to analyze your racing lines and accelerate/brake points, and map their racing lines and style to yours. This could also replace the somewhat tedious racing line construction used in the editor, just get the designer to drive 20-30 laps around the track and normalize the line from that. The brilliant thing about this idea is that it eliminates the need for skill levels - the game will adapt to your driving skill and adjust appropriately. Not only that, I can conceive these "AI" lines being able to be captured and uploaded for others to simulate races against you. This is feasible to program, AND would give amazing replay ability.
    • Improved lag compensation (the AI files idea above would help with this...)
    • Choose your driver's helmet color
    • In-race chat
    • In the final screen for all 20 cars in the ranking to have a small image of a car next to their name


    Games to have as reference to NSGP 2

    Without any specified order...

    Genrally - (for the gameplay and easy track editor, also the tyre marks on the track)
    Miniracing-Online - (For the flags system and smoke, race penaltys,...)
    Super Cars 2 (amiga) - (For the gameplay and competitiveness, and because its a reference in car games)
    Micromachines - (It´s a reference, i had to mention it)
    *GP manager 2 - (for all the managing and development stuff, something similar would be perfect, making contracts, Getting fired if no good results, sponsors, develop new car for next season, "stealing" technology from other teams,etc...)
    Roadclub (pc) - (For the car graphics maybe)
    Mad Cars (pc) - (For graphics and gameplay)
    Deliverace (iPhone) (Definitely for the car physics and graphics, tyre marks and smoke, the 3d maybe,...) Would be amazing if possible to have something similar!!!
    Turbo Sliders (pc) - (The F1 MOD is fantastic, a lots of ideas could be used from it, gameplay also)
    Formula GP - Everything from there except contact between cars. Check this thread: ------------------------> HERE


    Hiatus mode activated!!!

  7. #7
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    Quote Originally Posted by Sida79 View Post
    Not really, but you can do it... just give me the updated data and i'll copy/paste into first post
    So KOS, what do you think about now? Its better or it wasnt worth it the effort?
    Its not everything organized cause i dont know exactly how to. Maybe to create 3 different categorys i just dont know how to name them.
    Maybe like this?

    1- Must have ideas
    2- Could have ideas
    3-Other ideas

    Let me know what you think guys. Feedback important and...have a nice Sunday!


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  8. #8
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    Number one priority for me for either an update to NSGP or for NSGP2 would be the enforcement of more realistic F1 driving. By this I mean the elimination of tactics such as corner cutting; hurtling kamikaze-style across corners to take out other cars and repeated ramming of cars to take them out. I think that although NSGP is an arcade style game, it should encourage and reward driving with the same skill and care required by real F1 drivers - reckless driving (Hamilton style) should be punished severely.

    Cutting a corner at speed should not be possible - driving on grass, gravel or sand should severely slow** the car and lose several seconds as the car struggles to regain traction and get back on to the track. There could even be an occasional 'beaching' of the car when it is unable to get out of the run-off area at all.

    This should be able to be achieved using the car settings, and would I believe greatly improve the racing experience for everybody.

    ** Come on now admin - I had to go back in and replace 'ret*rd' with 'slow'. That's taking the word filter too far!

  9. #9
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    I like it. I think you could do a split like imporant/simple, important/complicated, other/simple, other/complicated or skip other/complicated all together

    For example I imagine % fuel shown when tanking and changing driver helmet is simple to do while adaptive AI is pure SF
    Also, the progress from karting idea has been surpassed by my idea of going through historical seasons in order they progressed or randomly This could be achieved with nothing else but carset and performance fiddling and in fact u can already do it by overwritting the data of the mod you currently play

    edit: great idea about beaching mellor, perhaps a respawn button like in tmnf. you're out or stuck or destroyed or whatever and you can respawn with a brand new car if u press the button and wait 10 or so seconds

  10. #10
    redmelons's Avatar
    redmelons is offline Player Of The Year World Player Of The Year
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    Quote Originally Posted by redmelons View Post
    ... driving on grass, gravel or sand should severely slow** the car ...
    Even Bluebird Electric can't set records when driving through sand!


  11. #11
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    Guys...
    I will send this link to Simon after this weekends races so if anyone wants to add something else, now is the time to do it!
    Thanks for all suggestions....

    I just want to add this:

    Games to have as reference to NSGP 2

    Without any specified order...

    Genrally - (for the gameplay and easy track editor, also the dynamic skidmarks on the track)
    Miniracing-Online - (For the flags system and smoke, race penaltys,split times ...)
    Super Cars 2 (amiga) - (For the gameplay and competitiveness, and because its a reference in car games)
    Micromachines - (It´s a reference, i had to mention it)
    *GP manager 2 - (for all the managing and development stuff, something similar would be perfect, making contracts, Getting fired if no good results, sponsors, develop new car for next season, "stealing" technology from other teams,etc...)
    Roadclub (pc) - (For the car graphics maybe)
    Mad Cars (pc) - (For graphics and gameplay)
    Deliverace (iPhone) (Definitely for the car physics and graphics, tyre marks and smoke, the 3d maybe,...) Would be amazing if possible to have something similar!!!
    Turbo Sliders (pc) - (The F1 MOD is fantastic, a lots of ideas could be used from it, gameplay also)
    Formula GP - Everything from there except contact between cars. Check this thread: ------------------------> HERE


    Hiatus mode activated!!!

  12. #12
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    NSGP2 should be more similar to MRO from the point of view of editing. I mean, no editor limitations, just add your Jpeg track layout and add things. The hard part is to preserve the arcade level which is superior to MRO. So, basically I'm requesting a sort of integration. AI at expert level (and not only) simply don't brake, in this NSGP is more like a karting race with F1 models. If you want realism all the physics should be added (grip, punctures, brake points, engine failure, suspensions, losing rear/front wings). Well, I think is almost impossible to give NSGP the realism of rFactor , so for me just less track tiles limitations and more AI/cars changes.

  13. #13
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    Quote Originally Posted by Ludwig Gross View Post
    NSGP2 should be more similar to MRO from the point of view of editing. I mean, no editor limitations, just add your Jpeg track layout and add things. The hard part is to preserve the arcade level which is superior to MRO. So, basically I'm requesting a sort of integration. AI at expert level (and not only) simply don't brake, in this NSGP is more like a karting race with F1 models. If you want realism all the physics should be added (grip, punctures, brake points, engine failure, suspensions, losing rear/front wings). Well, I think is almost impossible to give NSGP the realism of rFactor , so for me just less track tiles limitations and more AI/cars changes.
    Once again i agree 100%. Would be fantastic to have those things...they are all mentioned on the thread! Parts getting damaged,punctured tires,.....I still hope to see a game like that in my life. Top Down view,with all the physics and amazing graphics. In some way im loosing hope for that cause all the news games try to use the latest technology to impress instead of using the one we have already and make a fantastic game with gameplay as priority!!!

    And with this post i reached 500 Posts!!! OMGWTF!!!! And thinking that im only registered since February 2011!!!! That gives something like 2.777777777777777777777778 posts per day! And the fault is from the game im about to play in 8 hours and 23m!!! (Italy Official race)

    I have to restrain myself a bit i would say........


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  14. #14
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    Quote Originally Posted by Alfonso View Post
    Roadclub (pc) - (For the car graphics maybe)
    You know, I really liked Roadclub, despite its flaws (anyone who can drive a RWD car in that game in Simulation mode is a genius!). I think the League system and the variety of tracks (plus the built in editor, although it's really hard to use!) work well in that game. I spoke to the developer to try and convince him to look into online for it, but he's moved on from it to other projects and wasn't willing to go back. It had a lot of nice little touches (the speed-based zoom perspective was a particularly good and subtle innovation). Pity the AI was crap and the game was too easy to beat. I had some killer track records though!

  15. #15
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    The jpg track layout is a nightmare, that alone would've turned me away from the game

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