Instant replay in multiplayer
We need it. Period.
Modern yellow flag system for microsectors of the track
Let us see clearly at which corner there's an accident happening. Use universal digital flags and marshalls on all of the tracks.
Extended features for proper multiplayer experience:
a) Formation laps + toggle ghosting - Give us just as much variety with starting formats as rFactor does. And yeah, let it so we don't destroy ourselves too much on it.
b) Safety Car feature (both manual and automatic for public lobbies) - Making an AI car a ghost that drivers around a track for a few laps shouldn't be tough to make and turning it into a manual feature would already be a good aid for better racing.
Automatic? Deploy it when certain percentage of the running grid crashes close to each other in a very short amount of time. Make it so it can run only for two times consecutively so people won't abuse it, then wait a few laps before it can be achieved again. With few guidelines it should work for 99% of the cases when there's carnage happening.
Alternative - Don't use physical Safety Car and put that SC role onto the current leader of the race. Force him to slow down and lead the running grid for a few laps so we can get the neutralization just like with a normal Safety Car.
Bring working Safety Car lines at the start and the end of the pit lane. With proper UI it should work flawlessly.
c) RACE DIRCETORY MODE - Set of tools that could monitor the track and drivers, give penalties, release previously mentioned Safety Car/VSC.
d) VOIP (at least for administration) - Perhaps Mumble support? Would be another great feature especially for a well-organized race directory.
e) Spectator mode - Not only for teams that race with driver swaps but also independent players that want to see the race or perhaps they're streaming it.
f) Incident report - With instant replay and race directory, let players pick a timestamp of incidents they want to report.
Needed Freeroam features:
a) Portals/teleportation - Just the way that CSP introduced recently. Let us pick different spawnpoints and teleport to them. It's a great aid for larger maps.
b) Timed racing zones - Parts of a freeroam map could be set to pretend a racing track with actual timed sectors, where people on a server could compete without turning on a separate session independently. It's more of an experemintal idea, but it surely could give some more freeroaming NFS-like vibe.
c) Prepare the game engine for bigger freeroam maps - Not exactly a feature, but pointing it out is important. Currently Shutoko is only driveable on all of its parts thanks to Origin Shift feature in CSP. It would be quite important to prepare the game for bigger maps where we wouldn't get the extreme shaking due to being far away from the origin point of the track.
The truth is, I'm aware of how challenging is to create a simulator that is used by so many different car communities. If Kunos gives us tools to properly maintain it, we will definitely manage. This is an ultimate list of features that I think would make this game a proper modern simracing experience. Other games have done things similiary, but never they had all of these features in one game. This is what Assetto Corsa is for and I'm hoping we will see a new true king of this genre. Also thank you and good job to you if you kept reading to that point haha.
We need it. Period.
Modern yellow flag system for microsectors of the track
Let us see clearly at which corner there's an accident happening. Use universal digital flags and marshalls on all of the tracks.
Extended features for proper multiplayer experience:
a) Formation laps + toggle ghosting - Give us just as much variety with starting formats as rFactor does. And yeah, let it so we don't destroy ourselves too much on it.
b) Safety Car feature (both manual and automatic for public lobbies) - Making an AI car a ghost that drivers around a track for a few laps shouldn't be tough to make and turning it into a manual feature would already be a good aid for better racing.
Automatic? Deploy it when certain percentage of the running grid crashes close to each other in a very short amount of time. Make it so it can run only for two times consecutively so people won't abuse it, then wait a few laps before it can be achieved again. With few guidelines it should work for 99% of the cases when there's carnage happening.
Alternative - Don't use physical Safety Car and put that SC role onto the current leader of the race. Force him to slow down and lead the running grid for a few laps so we can get the neutralization just like with a normal Safety Car.
Bring working Safety Car lines at the start and the end of the pit lane. With proper UI it should work flawlessly.
c) RACE DIRCETORY MODE - Set of tools that could monitor the track and drivers, give penalties, release previously mentioned Safety Car/VSC.
d) VOIP (at least for administration) - Perhaps Mumble support? Would be another great feature especially for a well-organized race directory.
e) Spectator mode - Not only for teams that race with driver swaps but also independent players that want to see the race or perhaps they're streaming it.
f) Incident report - With instant replay and race directory, let players pick a timestamp of incidents they want to report.
Needed Freeroam features:
a) Portals/teleportation - Just the way that CSP introduced recently. Let us pick different spawnpoints and teleport to them. It's a great aid for larger maps.
b) Timed racing zones - Parts of a freeroam map could be set to pretend a racing track with actual timed sectors, where people on a server could compete without turning on a separate session independently. It's more of an experemintal idea, but it surely could give some more freeroaming NFS-like vibe.
c) Prepare the game engine for bigger freeroam maps - Not exactly a feature, but pointing it out is important. Currently Shutoko is only driveable on all of its parts thanks to Origin Shift feature in CSP. It would be quite important to prepare the game for bigger maps where we wouldn't get the extreme shaking due to being far away from the origin point of the track.
The truth is, I'm aware of how challenging is to create a simulator that is used by so many different car communities. If Kunos gives us tools to properly maintain it, we will definitely manage. This is an ultimate list of features that I think would make this game a proper modern simracing experience. Other games have done things similiary, but never they had all of these features in one game. This is what Assetto Corsa is for and I'm hoping we will see a new true king of this genre. Also thank you and good job to you if you kept reading to that point haha.