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Gunmetal Graphite

PostPosted: Mon Oct 29, 2007 4:08 pm


Someone from Gaia *coughdevelopersmaybecough* should go to the SEMA show where Scion's about to unveil the next 3 top scions from the tuner challenge, and have the winner do some body and aftermarket mod designs for gaia cars.

I believe defending champ Team Hybrid is a full-on southern california team as well as team AutoConcept.

I mean honestly? The bodykit design for the scions right now is kinda... ummm... failed attempt at a widebody? ;___;

or maybe gaia can release their own brand of gaia cars. biggrin
PostPosted: Tue Oct 30, 2007 5:21 am


Jan Koetsier


On the offhand, Scions just piss me off, though. Gaia's giving some people the impression that xBs are supposedly designed for rally/drag racing, which we all know isn't true.


Neither are Civics, but I can't blame Gaia for that one. I think people come up with these ludicrous ideas just fine on their own.



Here's an idea, let's map out a fun, easy-to-use, and accessible flash game involving the cars available on Gaia, and maybe some others we make up. We get the idea solid, find someone who can make flash games, (There's people floating around all over the place) get a working prototype, and then send it to Gaia along with the biggest petition we can possibly create.

Maybe it would work, maybe it wouldn't, but it'd be fun trying.

Masticatius


Masticatius

PostPosted: Tue Oct 30, 2007 8:42 pm


I got so excited by this idea, I came up with a bunch of stuff.

Here's a concept.

The actual game would be a very simple track-based racing game. I'll maybe draw a sample screenshot tomorrow to give you an idea of what it would look like, but those of you who have played older racing games like Top Gear will probably have an idea of what it might look like.

The performance of the cars would be divided into three stat categories:

Speed-The maximum speed the car can go in each gear.
Acceleration-The rate of speed increase in each gear.
Grip-The maximum amount of gravity a car can take before losing traction. (Think skidpad ratings)

Each car would be entered in with different combinations of these stats. For example, a Mazda Miata would have low/mid-range Speed, mid-range Acceleration, and high-range Grip. In graphical displays of the stats, modifiers such as gear ratios wouldn't be noted. (A six-speed might have better Acceleration and Speed than a five-speed, but we wouldn't make specific note of it in the graphical display, we would just show the Speed and Acceleration of the six-speed car as being higher)

Obviously, we can't actually put in the names of cars, since they're copyrighted. We can use the chassis numbers, though. (For example, we can call the Corolla GT-S an AE86). The cars we use have to be recognizable and popular, outside of the car nerd community, or be distinctive-looking enough that even people who've never seen the car before would want to pick it as their car.

This part is purely theoretical, I'm not really sure how it would work yet
Speed would be determined by redline. We simply correspond what we determine the top speed for a certain gear is with the redline (For example, we can say that for a certain car, the redline in 2nd gear would occur at 45 MPH).
Acceleration would be determined by the amount of time it takes to redline each gear. (For example, we can say that for a certain car, it would take 4 seconds to reach redline in 1st gear) The subsequent speed increase would be determined by the gear itself, if that makes sense. (For example, we could determine that in 1st gear, a car's speed would increase by 5 MPH for every 100 RPM) I'm still working on this in my brain.

The transmission would act as a modifier for Acceleration and Speed. Each gear would have a set top speed and a set Acceleration modifier. Here's a full example:

The transmission of this example car with a 5-speed transmission would be set up like so:

1st gear: 3 seconds to redline from idle, unmodified Acceleration stat, tops out at 25 MPH.
2nd Gear: 5 seconds to redline from idle, 5% Acceleration reduction, tops out at 40 MPH.
3rd Gear: 7 seconds to redline from idle, 8% Acceleration reduction, tops out at 60 MPH.
4th Gear: 10 seconds to redline from idle, 12% Acceleration reduction, tops out at 100 MPH.
5th Gear: 16 seconds to redline from idle, 18% Acceleration reduction, tops out at 130 MPH.

While the mechanics of the ingame transmission clearly differ from real life, the modification of driving habits is about the same, (With the exception of the ingame ability to launch your car in 5th gear). For better acceleration, sticking with the lower gears is necessary, and of course 5th gear is really only used when top speed needs to be hit. Also there is a marked difference between 1st-3rd gears, and 4th-5th gear, like most street cars.

This is what I have for now. Please posts opinions, comments, questions, suggestions, or brilliant ideas. I'll try to expand a bit more tomorrow, both on the game, and the customizing/modification aspect.

Of course, the real question is: Would a game like this really appeal to Gaia's userbase?
PostPosted: Sun Nov 04, 2007 10:08 pm


What's wrong with Scions? they are nice cars. I own a tC and it's a fun little car.

As for giving people the wrong idea on the xB it all depends on how you define "Rally".

It's obviously a clever advertising ploy by Toyota and a clever one at that. Everyone in Gaia owns an xB lol

Chrisb319


gman15975

PostPosted: Sun Nov 04, 2007 11:38 pm


Masticatius
I got so excited by this idea, I came up with a bunch of stuff.

Here's a concept.

The actual game would be a very simple track-based racing game. I'll maybe draw a sample screenshot tomorrow to give you an idea of what it would look like, but those of you who have played older racing games like Top Gear will probably have an idea of what it might look like.

The performance of the cars would be divided into three stat categories:

Speed-The maximum speed the car can go in each gear.
Acceleration-The rate of speed increase in each gear.
Grip-The maximum amount of gravity a car can take before losing traction. (Think skidpad ratings)

Each car would be entered in with different combinations of these stats. For example, a Mazda Miata would have low/mid-range Speed, mid-range Acceleration, and high-range Grip. In graphical displays of the stats, modifiers such as gear ratios wouldn't be noted. (A six-speed might have better Acceleration and Speed than a five-speed, but we wouldn't make specific note of it in the graphical display, we would just show the Speed and Acceleration of the six-speed car as being higher)

Obviously, we can't actually put in the names of cars, since they're copyrighted. We can use the chassis numbers, though. (For example, we can call the Corolla GT-S an AE86). The cars we use have to be recognizable and popular, outside of the car nerd community, or be distinctive-looking enough that even people who've never seen the car before would want to pick it as their car.

This part is purely theoretical, I'm not really sure how it would work yet
Speed would be determined by redline. We simply correspond what we determine the top speed for a certain gear is with the redline (For example, we can say that for a certain car, the redline in 2nd gear would occur at 45 MPH).
Acceleration would be determined by the amount of time it takes to redline each gear. (For example, we can say that for a certain car, it would take 4 seconds to reach redline in 1st gear) The subsequent speed increase would be determined by the gear itself, if that makes sense. (For example, we could determine that in 1st gear, a car's speed would increase by 5 MPH for every 100 RPM) I'm still working on this in my brain.

The transmission would act as a modifier for Acceleration and Speed. Each gear would have a set top speed and a set Acceleration modifier. Here's a full example:

The transmission of this example car with a 5-speed transmission would be set up like so:

1st gear: 3 seconds to redline from idle, unmodified Acceleration stat, tops out at 25 MPH.
2nd Gear: 5 seconds to redline from idle, 5% Acceleration reduction, tops out at 40 MPH.
3rd Gear: 7 seconds to redline from idle, 8% Acceleration reduction, tops out at 60 MPH.
4th Gear: 10 seconds to redline from idle, 12% Acceleration reduction, tops out at 100 MPH.
5th Gear: 16 seconds to redline from idle, 18% Acceleration reduction, tops out at 130 MPH.

While the mechanics of the ingame transmission clearly differ from real life, the modification of driving habits is about the same, (With the exception of the ingame ability to launch your car in 5th gear). For better acceleration, sticking with the lower gears is necessary, and of course 5th gear is really only used when top speed needs to be hit. Also there is a marked difference between 1st-3rd gears, and 4th-5th gear, like most street cars.

This is what I have for now. Please posts opinions, comments, questions, suggestions, or brilliant ideas. I'll try to expand a bit more tomorrow, both on the game, and the customizing/modification aspect.

Of course, the real question is: Would a game like this really appeal to Gaia's userbase?


I like this concept, and if you were to put effort into it, then I'm sure it would make an excellent game.

As for would it appeal to people on gaia, I'm sure it would. Many gaians may not be gearheads like us, but most of them have some car fandom. I think it would be up to gaia to make or break the concept.

The problem with the car modder on here is that it isn't taken seriously (Nitrous tanks on the outside of a car, WTF people).

IMO, the game should be set up like this;
I. Dealership has multiple cars for sale
1. Compact (Honda Civic, Nissan Sentra, ect)
2. Muscle (Ford Mustang, Dodge Charger, ect)
3. Sports (Honda S2000, Nissan 350Z, ect)
4. Luxury (Infinity G35, Lexus GS300, ect)
5. High End Sports (Dodge Viper, TVR Sagaris, ect)
6. Exotic (Ferrari F430, Porsche Carrera GT, ect)
7. Truck (Cadillac Escalade, Ford F-150,)
Note- Price's and availability are relevant to type.

II. Mod Shop
1. Body Paint
2. Wheels
3. Wheel Paint
4. Body Kits
5. Window Tint
6. Body Graphics
7. Performance (Handling, Acceleration, Top Speed)

III. Rally Game
1. Different tracks based on the Gaia universe.
2. Gold awarded based on time, with a ranking system.

IV. Car Meets
1. System that is set up now.
2. Voting competitions.
PostPosted: Sun Nov 04, 2007 11:46 pm


Chrisb319
What's wrong with Scions? they are nice cars. I own a tC and it's a fun little car.

As for giving people the wrong idea on the xB it all depends on how you define "Rally".

It's obviously a clever advertising ploy by Toyota and a clever one at that. Everyone in Gaia owns an xB lol


Scions are nice cars, but the problem is that they are used by many people who give the compact segment a bad name (EX the ricers)

The only car Scion makes that is suitable for rally, tarmac or dirt, is the TC, and I don't think it has a powerful enough factory powertrain to be fast in either (As compared to the SRT-4 or Subaru Impreza WRX)

As for the marketing, it isn't really clever. All Toyota is doing is finding what youth are into these days and putting effort in these places, simple really.

gman15975


Gunmetal Graphite

PostPosted: Mon Nov 05, 2007 8:17 pm


@ Masticatius: The problem with your idea is that it's arleady been done. "Drift City" is a flash game with several cars and already meets all of these requirements and ideas. So, in order to beat them, Gaia would have to be able to design tons of upgrades in a way that they aren't also competing with NITTO1320CHALLENGE and other online race games.

Also, in regards to cost, just starting to work on such a concept would take years. Toss in the fact that when the gaia rally first came out... SEVERAL KIDS WERE SAYING "YEA I WIN RACES EASY HERE CUZ I STREET RACE IRL!!!"

@Chrisb319: Scions are the new Civics with the TypeR and APC logos. They're cheap, the xB looks like it came with a factory bodykit, the tC somehow turned into a purely female-appeal car, and the xA was a failure until the 06 scion challenge where Team Hybrid actually made it look decent and got widespread magazine coverage worldwide for actually pulling off a Garrett Turbo setup.

Think of it this way...

Tons of people can afford and purchase scions. they will soon want to look different so they don't mix up their cars in parking lots, so they change up paintjobs, rims, halo headlights, etc., and eventually don't want to spend a lot on their cars but still want to look different, so cheap bodykits, neons, soundsystems, $20 6" exhaust tips, etc. are added in.

Congratulations. APC, TypeR, MatriX, and bBist have now all been moved onto a new class of ricers... THE SCIONS.

Don't worry, the SRT4 was in this class as well. a low power turbo compact with tons of ppl slapping BOVs on. SRT realized this and pulled it off the market the next year for this reason. The cheap price plus the turbo basically screamed for the next gen ricers.

Any car that's affordable off the lot and looks aesthetically pleasing WILL be whored out and WILL be riced out.

@ gman15975: tC has potential... but somehow, when you think SCION, everyone thinks of xB.

and also, Scion would have a bigger fanbase if they actually pixellated REAL bodykits like Ings+1, VARIS, bBIST, AirWalker, DAMD, Anceltion, Fabulous, etc. and had some engine mods that they could display on the side...

come to think of it, Turbonetics released Scion tC turbo's that guarantee a 150hp gain off of 12psi... and GReddy has superchargers and turbo's out for the xB...
PostPosted: Mon Nov 05, 2007 8:33 pm


Quote:
@ gman15975: tC has potential... but somehow, when you think SCION, everyone thinks of xB.

and also, Scion would have a bigger fanbase if they actually pixellated REAL bodykits like Ings+1, VARIS, bBIST, AirWalker, DAMD, Anceltion, Fabulous, etc. and had some engine mods that they could display on the side...

come to think of it, Turbonetics released Scion tC turbo's that guarantee a 150hp gain off of 12psi... and GReddy has superchargers and turbo's out for the xB...


That may be true, but the reason I don't like the xB are these.

1) They aren't built for the weather we have around here.

2) For the price of a new xB, I'd buy a nicer, older vehicle.

3) I like compact, but I'd rather have something different like;

1986 Shelby GLHS
User Image - Blocked by "Display Image" Settings. Click to show.

Ford Taurus SHO
User Image - Blocked by "Display Image" Settings. Click to show.

4) For the cost of a xB with that kit, I can build a Fox body 5.0 with many goodies and blitz way past 450 hp.

gman15975


Masticatius

PostPosted: Wed Nov 07, 2007 1:27 pm


Here's a bit more on the game concept.

I think to keep things simple and accessible, steering should not be an aspect. Cars should move along a set "track" defined by different frames of animation cycling through. The game would be set by acceleration, braking, and shifting (for those who choose to use manual. We also have to allow auto-shifting, and have a program for it.)

As a car approaches a corner, a warning would flash on the screen, specifying a low-speed, mid-speed, or high-speed turn. The player would have a set amount of time to brake to a proper speed to take the corner. If the player enters the corner too fast, the car will hit the wall, either ending the game or earning some sort of time penalty. Entering the corner too slow would of course cause the player to lose time accelerating back up to speed. This should greatly simplify the engineering effort that would need to be put into this game.

One more factor I hadn't thought of is Braking. This stat should be added to the Acceleration, Speed, and Grip stats.

As for the dealership idea, it could work with some adjustment. First of all, obviously we can't use the actual brands without permission, but I'm assuming you knew that.

One of the successes of the Gaia Rally program is the fact that everyone gets a free car. It's the "upgrades" that cost money. Maybe it should start simple, with about 5 economy type cars available for free, and then if the program is successful, add more expensive cars in the categories you mentioned, available as premium cars, and costing a hefty chunk of gold. This would also create a need for different racing classes to ensure an even match. Whaddya think?
PostPosted: Wed Nov 07, 2007 7:16 pm


Masticatius
Here's a bit more on the game concept.

I think to keep things simple and accessible, steering should not be an aspect. Cars should move along a set "track" defined by different frames of animation cycling through. The game would be set by acceleration, braking, and shifting (for those who choose to use manual. We also have to allow auto-shifting, and have a program for it.)

As a car approaches a corner, a warning would flash on the screen, specifying a low-speed, mid-speed, or high-speed turn. The player would have a set amount of time to brake to a proper speed to take the corner. If the player enters the corner too fast, the car will hit the wall, either ending the game or earning some sort of time penalty. Entering the corner too slow would of course cause the player to lose time accelerating back up to speed. This should greatly simplify the engineering effort that would need to be put into this game.

One more factor I hadn't thought of is Braking. This stat should be added to the Acceleration, Speed, and Grip stats.

As for the dealership idea, it could work with some adjustment. First of all, obviously we can't use the actual brands without permission, but I'm assuming you knew that.

One of the successes of the Gaia Rally program is the fact that everyone gets a free car. It's the "upgrades" that cost money. Maybe it should start simple, with about 5 economy type cars available for free, and then if the program is successful, add more expensive cars in the categories you mentioned, available as premium cars, and costing a hefty chunk of gold. This would also create a need for different racing classes to ensure an even match. Whaddya think?


I think we need to blackmail the Gaia admins and have them make our system. Yes I did know about the use of generic cars, sorry about that.

gman15975


Strawberry Tanker

PostPosted: Sat Nov 10, 2007 11:51 pm


Chrisb319
What's wrong with Scions? they are nice cars. I own a tC and it's a fun little car.

As for giving people the wrong idea on the xB it all depends on how you define "Rally".

It's obviously a clever advertising ploy by Toyota and a clever one at that. Everyone in Gaia owns an xB lol


The xB just isn't a race car. Granted, it could be tuned or made into a sleeper, but why? When I see an xB, I don't see a race car, but because of all the body kits and external modifications offered, I see a wanna-be tuner car for kids. Granted, this is only appearance and nothing more, but that's the name it seems to have earned itself (at least around here).

... then again, I watched an older Dodge Caravan sleeper take on your average Mustang GT the other day at a drag (the Voyager had a Mitsubishi 6G72T engine in it too, go figure), and won. It was funny, though, because the original Voyager was not designed to race, nor did it give off that wanna-be appeal.

As for the tC, I've actually got nothing against it. Most of the Scions that I see that are actually tuned well are tCs. Although I've only had to ask a tC owner once about why he chose the tC over the xB, he stated that he simply didn't want to be seen in an xB.

.... and as for Gaia cars, I'm glad to say that I own a Possum, and haven't touched any of the other cars. :3
PostPosted: Mon Nov 12, 2007 3:21 pm


The Scion xB was originally the Toyota bB in Japan, and wasn't intended as a tuner car. There are several models of square cars over there. They're really practical, since a square has the most interior space.

The idea of them being "tuner" cars is an American marketing ploy that, so far, is working pretty well for them. And honestly, it's nice to see a manufacterer offer aftermarket-type parts for cars installed and with a factory warrantee. I don't want any Scion, but still, that's something that's easy to appreciate.

I'll get more on the game thing when I have time. I don't think we can blackmail the mods, but if we can have a working demo of the game set up, we can start a Gaia petition thread and let people test it. If it really is good, and we already have the code set up in the demo so they don't have to make the game from scratch, it might actually work.

Masticatius

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