More information has been announced for Forza Motorsport 6. The more I read about this the more excited I get and can’t wait for Sept 10th (Ultimate Edition Release). Now that the Xbox One is coming up to it’s two year anniversary it really sounds like Turn 10 has pulled out all stops in making the whole driving / racing experience much more engaging than Forza Motorsport 5.
Player Leveling
Leveling up in Forza Motorsport 6 is something to celebrate. By finishing races in the game, you’ll earn both credits and experience points. Earn enough XP and you’ll earn a new level, and each time you level up, Forza 6 will give you a chance to win an in-game prize. Similar to the prize spinner that was originally introduced in Forza Horizon 2, the prize spinner in Forza Motorsport 6 has a slightly different design (it’s grid-shaped, for example) and lets you see all the possible prizes you may win for each spin.
During a prize spin, each grid will light up individually at random – the player stops the spin by pressing the A button, at which point the grid will light up five more times before settling on the final prize. The prizes vary: in-game credits, a variety of a brand new car that will be added to their garage, or Mod packs you can add to your growing collection (for more on Mods, see below). If you already own the type of car you win, you will be awarded a credit amount for the value of that car. New prizes are always being added to the spinner, so pay attention each time you get the chance to spin for a prize; you never know what you might win!
As in Forza Horizon 2, you can choose to spin immediately after you level up, or you can bank your spins and perform several of prize spins in a row.
Mods
Mods are a new feature in Forza Motorsport 6, one that has been designed to bring a new layer of depth, challenge and fun to the career and free play races where Mods will be available to use. In essence, Mods give the player the chance to affect the race, whether through adding additional challenges, changing the handling of the car, or offering additional bonuses at the end of a race. In many ways, Mods give the player the chance to dare themselves to do better in a race, and reap the rewards if they are successful. We believe that players get more out of Forza, when they start turning the assists off and master their collection of cars. Therefore, Mods also create an additional “risk for reward” system to encourage experimentation with higher difficulty assist settings. Here we’ll explain what Mods are, how they work, and how you can make them work for you in your Forza 6 career.
First, Mods are game modifiers, similar to perks in Forza Horizon 2 or Skulls in Halo 4, that you can unlock as you play in Forza Motorsport 6. Mods can only be used in either Career or in Free Play modes – players cannot use Mods in multiplayer or Leagues races or in Rivals events. Mod packs can be won as part of the Prize spinner (described above) or purchased for in-game credits. Different Mods affect your race in different ways. Mods come in three main categories:
Dare
Dare Mods challenge the player to get out of their comfort zone and perform with specific driving requirements that will test their skills. Players will earn credits bonuses if they succeed in a race with a Dare mod added. All Dare Mods can be used as many times as the player likes, but only one dare can be used at a time. Higher level Dare Mods include more difficult challenges and much greater rewards. Also, because many dares lock the player into harder difficulty settings, the player gets double rewards for using them: first, the dare Mod rewards the player directly. And second, the locked assist setting continue to provide scalars as well – i.e. if the Mod give +15% cr for driving without STM and turning off STM provides +10% by itself, the player receives both scalars.
Some examples of Dare mods include:
· Severe Power Decrease – Power decreased by 8%. Hit the objective to earn +20% credits.
· Manual With Clutch – Manual transmission with clutch. Hit the objective to earn +20% credits.
· Back of the Pack – Start in 24th Grid Position. Hit the objective to earn +30% credits.
Crew
Crew Mods give the player a specific performance advantage during a race, depending on the Crew Mod used. Crew Mods don’t offer specific bonus rewards but can give players an advantage in a race, especially when going up against more skilled Drivatars or trying to optimize your car’s performance on a given track. These are like an extra level of tuning or upgrades. The player has to use strategy, knowledge of the track and knowledge of the car in order to get the most out of these Mods.
Some examples of Crew mods include:
· Chassis Expert — -7% weight, +3% grip
· Braking Engineer — +20% braking, +5% power
Boost Mods give the players a specific advantage during a race or a bonus for performing well in a race. Boost Mods might increase the total amount of credits you can earn after a race, or give you a bonus to XP or credits for performing certain in-game feats. Boost Mods can only be used once – after they are used in a race, they will be automatically discarded from your Mod inventory.
Some examples of Boost mods include:
· Pristine Drafting – Earn 3,000 credits for Perfect Drafts up to 18,000 credits.
· Ghost – Your car has no collisions for the first lap of this race.
· Superior Payout – Earn +60% credits for a single race
Rarity and Slots
All Mods have rarity ratings – the more rare the Mod, the more powerful effects it can have on your race or on the post-race bonus you receive. When obtaining Mod packs, you’ll be able to tell which packs have a better chance of offering rare cards, though you won’t be able to see which Mods are in a pack until you’ve opened it.
Once you have some Mods, you can use them in a race by adding them to one of three Mods slots available to the player before each race. Players can mix and match Mods across all three categories (Boosts, Dares, and Crew) though there are some limitations to how may Mods you can engage at once. You can only use a maximum of one Dare Mod per race, and/or one Crew Mod per race. Players can play up to three Boost Mods in a race. So, for example, you could choose to run three Boost Mods, two Boost Mods and either a Crew or Dare mod, or one of each type of Mod before the race begins. As you can see, the ability to mix and match cards means that you can create some powerful combinations of cards that can offer significant bonuses at the end of a race.
There’s an element of strategy to Mods usage that is sure to add some depth to your pre-race preparation. For example, you might not want to enable a Dare mod that handicaps your power on a wide-open track like Daytona, but a Boost mod that rewards you for Perfect Drafts? That’s just the kind of Mod that you can take advantage of on Daytona’s massive oval.
As mentioned above, Mods offer a new way to think about pre-race prep, and it’s important to note that Mods can only be used in Career or Free Play modes in Forza Motorsport 6. Mods cannot be used in multiplayer, Leagues, or Rivals events; in fact, Career lap times that feature Mods will be classified as “dirty” when appearing on that event’s Rivals leaderboard.
In all, Mods promise a new layer of depth, challenge and strategy for each Forza 6 player. We look forward to seeing how Forza players use Mods in creative ways to further enhance their Forza Motorsport 6 experience!