How many cars will be on track at once?
As many as possible! Sorry for the rather vague answer but rest assured that the overall aim is to be as authentic to each race discipline as possible within the technical limitations. In previous titles we aimed for 12 as this was optimum for both the available tech and lobby management in multiplayer games on consoles. Time and tech has moved on since then so we may have scope to re-evaluate this but it'll still likely be a balancing act against other things like dynamic weather.
Customizable HUD - we want to toggle each individual item on/off if possible
Yup, agreed.
Unlock all content for sim racers!
Two things here. Tracks will always be available for Quick and Multiplayer modes regardless of whether you've encountered them in Career. Vehicles however will still need to be purchased using in-game cash or real cash. C.A.R.S. uses a free-to-play model and so all content will be available to play through natural play of the game, but expecting to load the game up and have everything immediately accessible defeats that business model. This will be offset however with 'sneak peeks' of upcoming vehicles, rentals, and other ways to get early access to content.
We want a HUD for each car
Already confirmed by Ian - there will be vehicle-specific speedos/gauges.
Mouse control to look round the car?
Under investigation, certainly plausible.
Would be nice to see other areas around the track (eg. the driver briefing room, race control, driver motorhomes, etc)
Yup - they're a key part of a driver's career and therefore fall under the X-Statement of "The Complete Driver Journey" as outlined in the C.A.R.S. design document. The exact nature of this behind-the-race aspect hasn't been fully fleshed out yet, but are prominent in our mind.
It would be nice to experience the pit garage in more detail
See above.
It would be nice to watch a race from multiple grandstand/spectator hotspots
Agreed. I've mentioned before that it would be nice to have multiple replay 'styles' including onboard and TV presentation. I can definitely see a third being 'as if I were standing there myself' and you can see elements of this being tested with the current replay cameras where you might be looking through the mesh of the fence.
Ability to save multiple controller profiles
Definitely possible.
Dynamic track surfaces
This was present in previous titles and will likely make a return to complement the dynamic weather system.
When the game is released, will we still be able to use our cars/tracks or do we have to re-buy them?
Unknown at this point. It's likely that everything will be reset upon release since elements of the development version of the game will likely change for the final gold master.
Would the free-to-play model mean that the plan is to have cars and tracks continually added to buy and download one by one after the game is released?
Gone are the days of 'fire & forget' (ie, releasing a title and then moving on to the next project). Post-release, C.A.R.S. will likely be supported with further content and fixes. A plan for this will become available as development continues.
It would be nice to see race telemetry on another computer/iPad
This has popped up a few times. Firstly, people should be able to simply spectate races regardless. Secondly, if you're a member of your friend's race team, you should then get additional options like being able to view the live telemetry and speak directly to the driver(s). More on this as the team management aspect is developed. With regards to seeing live telemetry on an iPad I think it's an ace idea but we'd need to investigate the tech possibilities here first.
It would be nice to have multiple vehicle classes on the same track
Agreed, and it's likely that there will be occasions when this is evident.
Will there be drifting in the game?
Drifting is a form of motorsport and will be represented in the game but as for the planned Career structure, it is not the focus of the game and will be completely optional.
Any plans to include a vehicle driving school?
No plans currently, but the Test Track is there to provide a dedicated area for you to practice on and complete certain challenges. The game will likely have a tutorial of some form but probably only for more 'advanced' techniques like tuning or tire choice.
Race buildup/pace car/warmup lap/grid rundown - we want them all!
Wherever possible, we do too and will do our best. This will be known as the 'Full Race Weekend Experience' from now on.
As much FFB info as possible!
We're on it, guys!
It would be nice to be able to tweak offsets for the cockpit camera (ie. to adjust your driving position in the seat)
Should be possible to expose the values that we've preset into the game to give the final players some degree of personalisation here.
Will we have to pay for online private races with friends?
No. However, online access is likely to be unlocked via a one-time-use code that comes free with every new copy of the game (this is known as Online Pass on consoles). Second-hand purchasers will have to purchase an Online Pass. This system is one of the many steps that help to combat piracy.
Will there be a Hardcore career mode?
There are already some more extreme/realistic handling models. I can definitely see room for a Hardcore game difficulty too that incorporates some of the ideas already mentioned (no race restarts, pay for damage repairs, exclusive accolades/awards).
Career Mode - Tech Tree vs. Calendar vs. XP vs. Whatever Else
The aim with the career mode (as with the rest of the game) is to be realistic to what a real driver would experience. A calendar of weekends where events take place at locations therefore seems most appropriate here, with the player having to decide which events to take part in on particular days, planning their practice sessions, hiring the right team, qualifying well etc. This fits perfectly with the concept of seasons of racing, being a winner one year and trying to retain your crown the next, advancing to faster disciplines or retiring from one form of motorsport and jumping to something else completely.
Traditional 'gamey' concepts of XP or levelling up a character do not fit this vision therefore. That's not to say the player won't be aware of their progression through the game or feel a sense of improvement. They will just be visualized in different ways (trophies you've won, reputation amongst other drivers/teams, races won vs. entered, average finishing position etc).
Is it going to be a sim racer or an arcade game? How can you make sure both people are happy?
C.A.R.S. is the realistic representation of a real driver's career with authentic cars, tracks, and handling.
This is our priority. In any case where more advanced/hardcore/'sim' features are evident there will of course be a set of accessibility options in order to allow more casual players to learn them and get enjoyment out of them. This doesn't mean we're starting at the arcade end of the spectrum and plugging in sim features, nor does it mean we're starting at the sim end of the spectrum and 'dumbing it down'. We're putting in the features we all want to see, and will ensure that those who aren't as knowledgeable about them are introduced to them so they can learn and participate too.[/QUOTE]
Link to source
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And here's a redesign of the telemetry HUD...