The Next PS4 GTA Racing Championship
Discussion
I'm glad to see that this lives on. I really liked the idea of multi-class racing as a goal rather than a happenstance from divisions of car choice.
I do hear what people are saying about 'stock' car racing, and I've come up with what might be an idea. I've also done a couple of 'test' rules we can govern ourselves by.
1) The format is as it usually, is but with three classes. Pro (or GT1), Am (or GT2) and Club. Club racing uses a stock car amidst all the modified cars. An example lineup would be:
Sports:
Pro = Jester (Modified)
Am = Schwartzer (Modified)
Club = Comet (Stock)
This keeps the class racing we had before, but ads a third, and unpredictable class that costs nothing more than the extra $100 to rent a 'stock' car for the race. It means a more fragile beast that may need more pitstops if it gets damaged, but that could be the pay-off.
2) The car choices should always be available to purchase. It's easy to say 'oh, Futos/Sultans/Ruiners are everywhere' but Sod's Law states that when you want one, they're nowhere to be found. Keep it to purchase-able cars so they can be grabbed and modded quickly. This also removes limited content that not everyone might have access to, or need to get certain requirements to get (such as the Dubsta 6x6 at level 100, or the Casco from a Heist Mission).
3) The Pro class should always cost more to modify than the Am class car. This keeps it on a fair two-level effect that even though the GT2s aren't going for outright wins, they're not spending as much on their cars. If in doubt, try and choose cars with two-tone paint jobs for custom racing colours. The more visual mods it may have the better as well. The Club Car is exempt from this, obviously.
4) Points should be awarded in the 'traditional' F1 style of 10-6-4-3-2-1 for only the top 6 finishers in each class. This strikes a balance between going all out and not needing to bother racing because you'll get points if you finish anyway. You're allowed to swap between Pro, Am and Club at any time. The point scoring system will be the same for all drivers, but points you score in a single class only contribute to that class.
For Example:
Greg does his first race in a Pro Car, and finishes third, getting 4 points. He does his second race in a Club car and wins, getting 10 points. He now has 14 points in the overall driver's championship, but only 10 in Club and 4 in Pro, and 0 in Am.
---
Tried to keep them simple enough, here are some example lineups for different classes I threw together.
Muscle:
Pro = Dominator
Am = Picador
Club = Phoenix
Compacts:
Pro = Panto
Am = Dilettante
Club = Blista
SUVs:
Pro = Baller 2
Am = FQ2
Club = Park Ranger
Vans:
Pro = Bison
Am = Minivan
Club = Youga
And just for fun (no Club because they're all stock)
Planes:
Pro = Vestra
Am = Duster
Helicopters:
Pro = Frogger
Am = Cargobob
Boats:
Pro = Jetmax
Am = Tropic
What do you think?
I do hear what people are saying about 'stock' car racing, and I've come up with what might be an idea. I've also done a couple of 'test' rules we can govern ourselves by.
1) The format is as it usually, is but with three classes. Pro (or GT1), Am (or GT2) and Club. Club racing uses a stock car amidst all the modified cars. An example lineup would be:
Sports:
Pro = Jester (Modified)
Am = Schwartzer (Modified)
Club = Comet (Stock)
This keeps the class racing we had before, but ads a third, and unpredictable class that costs nothing more than the extra $100 to rent a 'stock' car for the race. It means a more fragile beast that may need more pitstops if it gets damaged, but that could be the pay-off.
2) The car choices should always be available to purchase. It's easy to say 'oh, Futos/Sultans/Ruiners are everywhere' but Sod's Law states that when you want one, they're nowhere to be found. Keep it to purchase-able cars so they can be grabbed and modded quickly. This also removes limited content that not everyone might have access to, or need to get certain requirements to get (such as the Dubsta 6x6 at level 100, or the Casco from a Heist Mission).
3) The Pro class should always cost more to modify than the Am class car. This keeps it on a fair two-level effect that even though the GT2s aren't going for outright wins, they're not spending as much on their cars. If in doubt, try and choose cars with two-tone paint jobs for custom racing colours. The more visual mods it may have the better as well. The Club Car is exempt from this, obviously.
4) Points should be awarded in the 'traditional' F1 style of 10-6-4-3-2-1 for only the top 6 finishers in each class. This strikes a balance between going all out and not needing to bother racing because you'll get points if you finish anyway. You're allowed to swap between Pro, Am and Club at any time. The point scoring system will be the same for all drivers, but points you score in a single class only contribute to that class.
For Example:
Greg does his first race in a Pro Car, and finishes third, getting 4 points. He does his second race in a Club car and wins, getting 10 points. He now has 14 points in the overall driver's championship, but only 10 in Club and 4 in Pro, and 0 in Am.
---
Tried to keep them simple enough, here are some example lineups for different classes I threw together.
Muscle:
Pro = Dominator
Am = Picador
Club = Phoenix
Compacts:
Pro = Panto
Am = Dilettante
Club = Blista
SUVs:
Pro = Baller 2
Am = FQ2
Club = Park Ranger
Vans:
Pro = Bison
Am = Minivan
Club = Youga
And just for fun (no Club because they're all stock)
Planes:
Pro = Vestra
Am = Duster
Helicopters:
Pro = Frogger
Am = Cargobob
Boats:
Pro = Jetmax
Am = Tropic
What do you think?
Is it just me, or is this getting more and more complicated?
I'm with Easedlight on this one...
I'm with Easedlight on this one...
egor110 said:
Keep it simple , either pick a class and people have free pick or a 1 car championship
That way everyone knows what to do, which means people are more likely to take part, there are less rules to break, and hopefully less arguments (this is supposed to be fun after all) Oh, and please do away with the pit rule, there's no way of policing it, and I bet not everyone sticks to it...I think the muscle class is worth racing as its so open.
Dominator is quick but tricky to drive, blade is pretty good but large turning circle then there's the duke which is as also pretty good.
If you want to make the class cheap to attract more players then go coupe as you can steal the quickest.
Dominator is quick but tricky to drive, blade is pretty good but large turning circle then there's the duke which is as also pretty good.
If you want to make the class cheap to attract more players then go coupe as you can steal the quickest.
I think, if I am reading correctly people want:
-No teams
-No pit stops
-One class per race with free choice within the class
-Maybe one of the races everyone in the same car, maybe a mid championship all in Schafter race
-Weather -> current
-9:30 sunday start time.
Classes could be:
Super
Sports
Sports Classic
Muscle
Coupe
Sedan (Schafter?)
If people don't have the money to buy a Sports Classic for instance there would be at the very least 2 weeks before this starts so they could easily get a few mates (or randoms) and do some heists to get the money.
I might also suggest maybe these areas for the races, to get maximum variety:
Dockyard - Could be a relatively short lap to use the slowest class, coupes. (Dockyard Autocross is a pretty good medium lap dock race)
City (x2) - Sports/Sedan
Hills - Could be longest lap using Supers. (Maybe 30player version of Nurburgring?)
Grapeseed - Muscle
Maybe something that utilises Paleto Bay area or Sandy Shore - Sports Classic
-No teams
-No pit stops
-One class per race with free choice within the class
-Maybe one of the races everyone in the same car, maybe a mid championship all in Schafter race
-Weather -> current
-9:30 sunday start time.
Classes could be:
Super
Sports
Sports Classic
Muscle
Coupe
Sedan (Schafter?)
If people don't have the money to buy a Sports Classic for instance there would be at the very least 2 weeks before this starts so they could easily get a few mates (or randoms) and do some heists to get the money.
I might also suggest maybe these areas for the races, to get maximum variety:
Dockyard - Could be a relatively short lap to use the slowest class, coupes. (Dockyard Autocross is a pretty good medium lap dock race)
City (x2) - Sports/Sedan
Hills - Could be longest lap using Supers. (Maybe 30player version of Nurburgring?)
Grapeseed - Muscle
Maybe something that utilises Paleto Bay area or Sandy Shore - Sports Classic
As mentioned, with heists payouts its not hard to raise a few quid these days to get a new car and mod it.
Regarding any potential off road races, the only rule I'd like to put forward is that you have to use 4 (or 6 if you fancy the Dubsta) wheeled off roaders, otherwise everyone would just go for the Sanchez
Regarding any potential off road races, the only rule I'd like to put forward is that you have to use 4 (or 6 if you fancy the Dubsta) wheeled off roaders, otherwise everyone would just go for the Sanchez
SaipH2 said:
Not sure how you are counting votes here.
The main thing that everybody is agreeing with is that they want to keep it simple.
Changing car each week doesn't equal simple and makes it a lot harder for the non serious racers to join in.
Just roughly counting from this thread and the GTA V one I have 7 with preferences for more variety of cars and 5 for single car championship. (although admittedly this isn't an exact science and I haven't accounted for people who haven't posted on either thread.)The main thing that everybody is agreeing with is that they want to keep it simple.
Changing car each week doesn't equal simple and makes it a lot harder for the non serious racers to join in.
I don't think it is overcomplicating it if the end result would be a post that details everything so everyone can see what the plan is. Something like:
Week 1 - Class=......, track=......
Week 2 - Class=......, track=......
Week 3 - Car=Schafter, track=......
Week 4 - Class=......, track=......
Week 5 - Class=......, track=......
Week 6 - Class=......, track=......
for instance.
djdest said:
As mentioned, with heists payouts its not hard to raise a few quid these days to get a new car and mod it.
Regarding any potential off road races, the only rule I'd like to put forward is that you have to use 4 (or 6 if you fancy the Dubsta) wheeled off roaders, otherwise everyone would just go for the Sanchez
An off road week would be quite interesting, the track would probably have to be not too trolly for an endurance though, just simple dirt tracks maybe. I agree, no bikes!Regarding any potential off road races, the only rule I'd like to put forward is that you have to use 4 (or 6 if you fancy the Dubsta) wheeled off roaders, otherwise everyone would just go for the Sanchez
djdest said:
As mentioned, with heists payouts its not hard to raise a few quid these days to get a new car and mod it.
I completely agree, its not hard. But some people dont want to spend that money on a car they may only use for one race. It is a barrier to entry that means there will be less peple involved than there could have been.History dictates that when it comes to off road races on PH they are far from basic dirt jumps
Most of the favourite off road tracks are point to point, I'd be happy to convert one of mine into a lap race.
I've got a location in mind for a new off road race I've bene planning on making, which should be a big more high speed/big jumps than technical rock crawling.
I'll have a go at building it over the next few days
Most of the favourite off road tracks are point to point, I'd be happy to convert one of mine into a lap race.
I've got a location in mind for a new off road race I've bene planning on making, which should be a big more high speed/big jumps than technical rock crawling.
I'll have a go at building it over the next few days
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