Hello, dear players and developers. Moderators, please move this thread to the most appropriate section. In this thread, I simply want to share my vision for our game. It will likely remain a dream or fantasy, but I sincerely hope that both players and developers will embrace my vision. Yes, everything I say will seem impossible and too complex to implement, but by adding all of this to the game, it will become its ideal version. I’m not trying to give a clear plan for what should be done or how, so please don’t criticize, but consider my opinion and my ideal. I sincerely respect everyone, and I do all of this out of love for the game. I apologize in advance for the poor translation. Feel free to ask for clarification. I tried not to include the courts listed here: Discord .
I would break my proposals into several points:
- What needs to be changed at the moment (without taking into account future plans, just perfect what’s currently available and not yet announced for correction or improvement)
- I’ll go over what I’d personally like to see in the game (I won’t include any upcoming updates with tuning, new suspension, etc.)
- I’ll talk about how I envision future updates in my ideals
Point 1:
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The roads in the game are designed in the game’s style, which is fine. However, I would remove collision and overlay a smooth, invisible road on their surface. This would eliminate the constant jerking of the car and the veering off the road. Moreover, it’s not difficult, and it will improve the player experience. Suspension imperfections and camera jerking relative to the car will be less noticeable. This is a great addition to the planned camera and suspension improvements.
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Car handling issues. It’s not even that the car’s turning ability doesn’t match its real-life performance. The problem is that the steering wheel turns too sharply, and the car feels jerky when turning. This is a fairly easy fix.
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Surface physics. Currently, the only difference is in the effects. Ice is an exception. In winter the whole road should be slippery, not just ice. During rain, the car will skid more easily.
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Drift physics issue. This is beyond reproach. Drifting simply doesn’t exist in the game; the car doesn’t behave as it should. The game’s engine probably needs some tweaking. A couple of new drift races and tracks would be a great addition. For example, you could earn drift points on a track with its own leaderboard. Drifting is certainly a popular sport. A “story mod” could be created with this mechanic, unlocking drift cars and tuning options as you progress. These challenges can be accessed in the “Mission Center” tab along with other challenges.
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The car’s handling and the overall grip physics need to be reworked. The grip physics should be the same for all tire types. The coefficients for different surfaces in the code need to be changed. The script won’t perform well.
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New filters. The only one I have in mind is the “limited” filter. It should show cars that were available for pickup for a limited time. An “archived” filter could be added to it. We also need the “amphibious” tag.
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The problem with the meta in racing classes is that it simply exists. We need more precise methods for determining racing classes. To avoid further discussion, let’s look at “Forza Horizon.” There’s no such problem there; there’s simply the ability, or lack thereof, to tailor the car to the track. It doesn’t have to be perfect; it has to be something that isn’t a wild guess.
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With the planned improvements to the destruction mechanics, I’d like to see destructibility on the map. I’d also like a separate server for testing cars, something like a testing ground.
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We need a more realistic core explosion mechanic. I’d like all objects to be blown away as if by a wind as the blast wave spreads, and the entire map to turn black. The wind mechanic is already in the Hurricane Crusher. The explosion is currently cartoonish. We could make it more realistic. It would also be better if players continued flying or swimming after the explosion, and the camera slowly panned out and stopped so that both the vehicle and the map with the explosion were visible.
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A semi-automatic transmission (I think it’s called a CVT) is also needed. It’s impossible to drift or drive off-road properly, but adding one is fairly simple. The switch will be in the settings.
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Honestly, I’d like to leave all the bad models behind. But unfortunately, almost half of the game is like that. They need to be either removed from the game entirely or remodeled. Therefore, as a true connoisseur of quality and beauty, I’d like to see more remodels. It may be rude, but it is fair.
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I’d like the character to be able to stand up to the machine with his body parts. We need to work a little harder with the positioning or make it support only classic bodies.
Point 2: (this is already “personal”)
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Flying vehicles. This is really cool, even if it doesn’t fit the game very well.
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This is a complete dream, but I want challenges that are a cut above. We need some interactivity, at least in the permanent missions from the “Quest Center.” We could create markers on the map like in “Forza Horizon,” with similar conversations.
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I’d just love to see a Hot Wheels collaboration in the game. Remembering those tracks from my childhood warms my heart. The cars in this update really reminded me of those times. We could make a track in this style on a volcano and over water. And add a crash where you launch the car by hand in a loop-the-loop into the wall. Just like we loved as kids. Perhaps they will never be able to add this (it will be difficult to come to an agreement), or they will not add it (perhaps it is unnecessary). A collaboration with Lego would also fit perfectly into the game.
Point 3:
The updates Panwells offered this year are straightforward and simple. However, the major tuning update is special. I think no one will argue that it could save the game.
1. What should it look like? What will change in the car’s setup?
- First, let’s define the criteria for compatibility and exclusivity of an item for a particular vehicle. This criterion will assume that some parts are incompatible with certain vehicles, or are intended for only one vehicle.
- What will change in the settings:
- Performance settings: Engine swap and tuning options will be added. Each engine will have its own tuning.
- Spoiler settings: Not all spoilers will now be available for installation.
- Wheels: Should be moved to the “Customization” section. Not all wheels will now be available for installation.
- Tires settings: (Point in chassis) Sections by tire type will be added. Drag, racing (smooth and semi-smooth (some are better on dry surfaces, others on wet ones)), dirt (off-road), drift (Requires wheel slip physics revision), winter (non-slip in winter, but bad in summer).
- Springs: Spring price only affects adjustment limitations. Stock springs have very limited adjustment range, while the best ones offer a huge range. There will be several types of springs, but the only differences will be in the presets. The settings themselves will be adjusted using a dial, as for increasing speed. Adjustable settings include compression, rebound, spring rate, ride height, and camber (which affects traction).
- Adjustment of differential lock and power distribution between axles is also required for all-wheel drive vehicles.
- Body kits: although part of customization, have a positive effect on handling.
2. What will be in the “Wide body” tab?
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Vehicle Outfits: Set the vehicles below to regular, and add a police outfit to the tab. A similar setup can be used for taxis.
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Archived Car Switch. I’ll probably include this one on this list too. The only difference is that you can completely replace the car with a button. It will also be possible to restore access to archived versions for everyone. Archived cars were removed from the game because they could have spoiled the experience for newcomers, but they were left in for old-timers because they were valuable to some. This solution is the perfect solution. No one will regret not getting them, and they won’t be an eyesore for those who don’t need them.
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Leave only the version without body kit, and add the body kit to the tab.
Do the same here
You can make a lot of body kits using this scheme.
3. How to get tuning items?
Firstly, we need to keep track of the number of items.
For Mp:
Yes, I propose to remove the parts completely.
I propose adding tuning cases to the MP store tab. There will be several categories of cases: customization, engines, and tuning. Cases can also be purchased with Robux. The store refreshes once a day, but it can also be skipped with Robux, or Cp. Waiting time skips for each case type are purchased separately.
It will be necessary to increase the reward for daily tasks so that it is enough for more than just cars.
The tuning case mechanic will be applied to all cars. They cannot be upgraded with other currencies. Players who have upgraded them should be given equivalent compensation in MP and other currencies.
I also propose adding limited-edition customization collections which will only be available for a while. Items from these will be especially valuable. Their cost is many times higher than a regular case. And here, players won’t have enough for a car or a case. They’ll have to make a choice or donate. Sometimes you can add a car to a limited-edition case. It will also be available for trading.
Each tuning part is suitable for its own engine. Different engines, in turn, are suitable for different cars.
Inventory items should be separated into all categories, with filters for them. For example, “can be traded,” “cannot be traded,” and there should be a “used on a car (and which one)” tag, rarity of an item, etc.
And here we come to the most interesting part: trading items from MP crates. Unfortunately, without trading, games don’t reach their potential. The menu needs a separate section for trades, where you can also search for spare parts, since it’s very difficult to get the right one.
It’s necessary to introducing a new currency in this tab, which would allow you to buy an item from another player. This currency can be purchased with Robux. It doesn’t matter how much currency is received for a certain amount of Robux. I suggest making it 1:1—it’s more intuitive. The market will settle down on its own.
The trade category itself will be divided into “Trades” themselves and the “Market”
Trades and putting the item up for sale are only available to players who have reached Platinum (this makes farming from multiple accounts much more difficult). The market is available immediately.
Users who haven’t unlocked trades will only receive items compatible with their unlocked vehicles. Otherwise, they won’t be able to upgrade their vehicles, as they’ll often receive parts they can’t use. Limited collections are an exception
I suggest giving some currency to players who have reached platina for their first trades. Farming farms based on this principle will not be profitable: you need to reach platinum, buy an item, leave some currency to cover the transfer of the item (more about this point later) and then wait until the item can be exchanged again.
In the “Trades” selection, you can find offers, send requests, and wait for a response. You can also use the trade menu to select the items you want to receive, the items you want to give, and write a message. Notifications about trade offers will also appear in this menu. You can search for trades by nickname, by item, or by the item other players want (you can search for people who want your item). You can also post your own trade offer, specifying the items you want to exchange.
The user can set the price for which they want to sell the item in the “Market” section, and when their item is purchased, it is instantly exchanged for the same currency as the purchaser. You can also put his item up for sale.
When exchanging currency, a small percentage must be deducted to prevent it from circulating endlessly on the market (15-30%).
Each item needs to have a rarity rating to help understand its value. This will be shown when hovering over the item and when receiving it. The number of items in the world should also be shown. Each item will have a drop rate that depends on the expected demand, the item’s rarity, type and cost of the case. Each rarity has its own range. An item is assigned a rarity for the range it falls into.
Very rarely, about 1/20, you might get two of the same item as a nice bonus.
A minimum selling price is needed for an item. This applies both to the overall price (a threshold below which the item cannot fall in price) and to a specific item (to prevent depreciation on the market, the price is lower than the objective one by ±35%(This is for the time being, to stabilize the market. It can be removed later.)).
How can I make money from third-party sales platforms? It’s very simple. To make a “gift,” you need to pay for its transfer. You can make the fee in 1-2 currencies (1 currency = 1 Robux). This way, you can profit from traders.
Items can be used on the market three days after receiving them. (You can’t list a Limited Edition item immediately, which would increase demand for the case.)
Add a daily limit on sales and the number of trades. (Just in case)
Some items from cases can also be listed for sale in the game store for MP. Let’s say there are four random items, and the list is updated weekly. (This will help control prices on the market.Items must be objectively assessed relative to rarity, and how much you need to spend on average to obtain an item, and then increased in price by ±10% (so that the cost is lowered relative to the inflated price, and the result is approximately objective)).
4. How do I see the implementation of the body kit mechanics?
Of course, this doesn’t concern me, but I’m concerned about it. Take “Taxi Boss,” for example, where a separate 3D model is used for body kits and stickers. Not only does this prevent liveries from being implemented properly, but it also requires loading a new model, which increases internet usage and adds a ton of extra data to the servers.
I suggest the “Plow Method.” It will work like replacing one plow with another. Not only is the script for this already ready, but it greatly simplifies the system it all runs on. You can simply separate the part of the car being replaced by the body kit from the main model. All faces adjacent to the changing part also change. It’s already divided into dozens of pieces, so there’s nothing unusual about this. Then we create a replacement for this piece and make it so they can be changed at the touch of a button. And of course, this button also changes the suspension, if we’re talking about widening the body. As for the stickers, they’ll figure it out themselves. There’s nothing to worry about with them.
Conclusion
A word about calculating a car’s racing class. I suggest we don’t do it poorly, but we also don’t need to reinvent the wheel. It’s been done many times before, and I’ll use Forza Horizon as an example. I suggest simply copying and adapting the system for CC2. Basically, they mentally place a car on several tracks, and the racing class is determined based on the equalized results. I won’t go into detail. It’s all more difficult to understand than to implement. But the main thing is that there’s no meta.
I’ve been meaning to share my thoughts with you for a while. If Panwells hadn’t announced the planned changes on Discord, I would have added destruction physics, better nighttime lighting, suspension fixes, and the unrealistic handling issue to this list. But now I’ve simply shown that there’s always room for improvement, always lofty goals.
You know, even without this trade system, CC2 is the best racing game. Many people talk about the graphics, car tuning, and physics. However, they forget the most important thing: the atmosphere. Car Crushers 2’s gameplay style is simply perfect for Roblox. It doesn’t require a lot of computer resources, but it looks very good. But compared to other games that squeeze everything out of optimization, there’s a disconnect between the quality of the car models and the map, which is very poorly designed for optimization. The color palette is missing; everything is dull and muddy. But CC2 has a simply perfect atmosphere. The entire game is made in a uniform style; nothing stands out. Detail is just right everywhere. That’s why it’s the best.
I suggest postponing the tuning update so that minor flaws can be corrected. Creating the perfect platform so that nothing distracts from improving the new, crucial mechanics—that’s how it should be done. If we don’t do it right, players will have to wait a long time for the game to improve. Panwells said that reworking the suspension could take a long time. I suggested doing more than they planned. So it won’t just take longer, it’ll be a very long time. My reasoning here only makes sense if we add the trade mechanic. And for that, the tuning system needs to be reworked. Of course, we could first add the first part of the mechanic, in the form of cases, and then trades in the second part. But this needs to be done 1-2 weeks apart. Otherwise, the case mechanic will kill the game. It and trades can’t exist without each other.
I’m sure I missed something, I didn’t think something through. This is just a concept, just an idea, and an example of its implementation. The main thing is your support for this idea. Regardless, if it’s accepted, everything will be reconsidered and worked on better.
In conclusion, I’ll say that this method is already begging to be included in the game.
I hope the developers will comment on this post and tell us whether we can expect something similar. Support my work with a like; I’ll be truly grateful. I sincerely hope that my ideas will be supported and implemented in future updates.
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