Current mod status on [TC]
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2022-02-09, 21:10
Post: #14
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RE: Improvement ideas for modding system in TC
I have a couple of ideas for the next update for mod cars mainly, but for now, the questions: (I hope you like reading lol)
Jobs: The deliveries are good, but maybe the rewards for it should be a lil bit higher, since if with a car u have to make many travels to complete it and you get a low reward, it doesn't feel satisfying. Taxis are great actually, but there's a little thing you can add to be a bit more realistic, a limited drift angle insim; I know it sounds hard, but you could try use the system that some drift servers have to add it and prevent people to arab drifting or drifting at low speeds and the passenger who's with us panics, but what if someone crash us, we start spinning and the angle limit detects it? Well, TC has the crash detect system who tracks the player who crashed us, so you can use that to avoid the angle limit system detect we are drifting or spinning and avoid any issues. (Maybe a lil text about the crash from the passenger would be a bit funny) Buses: Pretty cool, don't think there's anything to add, and for me, there's not problem. Mods Quality: Very decent at the moment, but there are some cars that are just ridiculous like some awful versions of the XRT or the FZ5, practically slow or super fast like one LX that was removed for being too aerodynamically no drag damn fast with super wide tires (KY days). Maybe you can remove some of the cars that you feel unfair not in general from others but for chases too. Actually, you could try to add only mods that are approved purchasable because those are actually the ones which won't be removed like it happened with the 650TT bike (My fav bike gone :c), that is purchasable but non existent now. Mods Rent: Not pretty good I would say. LFS has become more diverse with more cars to express and experiment, but the rent fee is a problem we are facing rn, because in order to make money using them is to always obey speed limit to gain trip bonus and even being a taxi driver at the same time. We are forced to use purchasable cars to get money normally quick for new players or those who doesn't have a lot (like me), and the fact that if we speed up more than 33% of the speed limit, we lose money stupidly fast, and all the money we hardly collected with a rented mod car it feels painful. Actually you can add some non-approved high rating mods which you can predict those will be the chosen one to be approved and be the purchasable ones. Speed penalty: Speaking of losing money damn fast cuz high speeding... LFS practically is a real simulator to me in terms of physics, but we only had cars that doesn't go beyond than 240km/h on street cars, except the FZ5. But now with the modding system, now this goes more than just 280km/h and many players have been using them to have fun, but the penalty for speeding a lot is just terrible because you just overtake the 33% of speed limit and you lose like 1000$ in just 20 secs (Don't wanna imagine on slow maps like SO or FE). So my solution to that is reducing at least 50% of the penalty speed in general because with mod cars that are easy to overpass the limit even on KY or Aston this feels very restrictive, specially right now being rent cars now, but overall, in chases. Since we have faster cars, many people now refuses to being chased by the cop because of the speed penalty, you know, you choose to pay just 80 fine instead of losing literally 10,000$ to get a 300$ fine bust. What I recommend is that you can adjust the speed penalty of 50% to 75% only on chases so people would want to chase and run away of the cops without worrying about losing money super quick and pretty much have fun. Cops situation: Well, I haven't been a cop yet since the modding release, but what I would want to see is the Cops version of some cars, don't know if I want it to have the NFS Hot Pursuit vibes but I think you get it. I think that's all I have to say, I hope this improves a lot the TC experience with the modding system now. ![]() |
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