The Diary of an Idiot

FH6 and the PI system

The concept of a performance index in a racing game is a good one. I have n number of points available to me to keep a car in x class, which limits my upgrade options, forcing me to choose where to allocate aftermarket components, which I would determine off of what I want to do with the car. Alternatively, I have n points available to me to get the car to the top of y class, with component selection options that may spill that same car n points into z class, forcing me to allocate components wisely. That's fun. That's interesting, and it forces you to think about what you want to use the car for, and how you plan on tuning it. Does weight matter, primarily lateral weight transition during cornering, or weight shift during braking or acceleration? Do I build something that maps to my driving style, or something that is laser focused on a specific race type, or specific track or sprint?

What is not interesting, fun, engaging or amusing about the PI system is seeing an S2 Hypercar like the Lamborghini Temerario manipulated down to the top of A class and used to dominate those lobbies. The rationale behind that drop is that as long as you can nurse your off-road compound monstrosity around a few corners, you make up gaps on the straights using gob loads of power where the lack of lateral grip isn't going to hurt too much.

I don't think that Playground Games have given themselves much latitude to fix the PI system either. If you reset the PI cost of components, people who have legitimately built an A or S1 car out of a JDM retro sports car might find themselves with an S2 or R class car that will get curb stomped out of usefulness. I have an '87 BMW M5 with the 4.0 V8, from what I think is from the E90 M3, a build which currently sits at the top of A class. It would never survive an S1 or higher class race, as its build is such that it would only win in A class if driven perfectly. I also own a few rally focused builds out of the Retro Rally options that live at the top of A class, where the balance of power and handling is on point for the feel I want out of my cars.

Would checking the spec against a simple table work? Namely, if a car is an S2 Hypercar, and it appears in an online hobby or a Rivals leaderboard challenge as an A class car, then prevent it from being run in those formats? Outside of competitive online challenges, go for your badge. If running an S2 Hypercar in A class against the AI is how you beat them on Unbeatable Difficulty, then you do you.

I don't know enough about Forza Horizon to make any demands on this subject, but as someone who resorted to meta builds by running AWD swapped cars on rally tyres just to get competitive before the wipe, I was left with a bitter taste. I get that not every A class car is going to be a serious contender in A class, and I love the build + tune loop as much as the next guy living a fantasy car life via Forza Horizon. I just wish that Rivals was focused on my skill, or lack thereof, as a gamer who plays this game in their downtime. Maybe there should be two brackets. Rivals as it is, and the addition of Spec Rivals. In the latter, the devs provide the car, and the player brings the skill. They've done this in the seasonal challenges with the Porsche 911 Turbo S Leichtbau and the Lamborghini Temerario. What might be an idea would be to let players buy a Spec Rivals car, which couldn't be modified beyond what the developers had added to it, and let players tune it themselves, or download tunes for. It gives tuners something to work toward, such as publishing a tune that has dominated the leaderboards, and it gives those of us with the fantasy of tuning as well as they do the tools to try and build something that is as competitive, and then drive it to prove it.

Over and out.

#builds #forza #gaming #pi #rivals #tuning