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[Other] These are the top 73 parks in the United States, ranked based on the quality of their coaster collections, as voted by, well... you! This is as close to objective as a ranking will ever get for this. Don't worry, I have some nerdy data to help explain myself.

This post needs a little clarification. Anyway, many of you are aware of the brilliant Vote Coasters project over at Coaster Bot. If not, take a look: https://coasterbot.com/votecoasters-fullresults2020
2699 enthusiasts from across the wrold people ranked every roller coaster they've ever ridden, at an average of 43 coaster credits per voter (116256 total credits). Many of you personally participated in this survey. Their algorithm is extremely clever (https://coasterbot.com/votecoasters-how) - "The community is only permitted to rank roller coasters they’ve actually ridden. This way each roller coasters position in the final results will be as truthful and accurate as possible. By making it easy for lots of people to contribute their lists, Vote Coasters is able to accumulate a large sample which represents everyone! Once the community has voted, the numbers are crunched. Our method involves directly comparing the rank of two individual roller coasters across all of the submitted lists. As Vote Coasters makes direct comparisons between individual roller coasters, the poll is not a popularity contest. Even obscure roller coasters that few people have had the chance to ride yet can do well!"
I have taken this data and created a point system for coasters that's directly linked to their ranking on Vote Coasters 2020. The #1 ranking, Steel Vengeance, is worth 500 points. [Zadra's second and would be worth 499 points, but it's not in the US] #3, Lightning Rod, gets 498 points. El Toro gets 497 points and so on, all the way down to La Vibora in 499th place, earning only 2 points for its park. Any coaster under the top 500 (such as Corkscrew at Cedar Point) is worth zero points. This weeds out kiddie coasters and terrible coasters from factoring into a park's collection quality. Basically, crappy coasters add zero points to a park's total points, while excellent coasters are worth way more points than mid-tier ones. For coasters with two tracks, such as Gemini or Lightning Racer, I only counted points for the best of the two tracks. My spreadsheet showing the point values for all 256 American coasters in the top 500 is here: https://docs.google.com/spreadsheets/d/10aaS1f8CptsXEvUSqE2-VUtal-Od9gim-x8rT7xkT8M/edit?usp=sharing
I have added all of the points for the coasters in all of the 73 American amusement parks that house at least one global top 500 roller coaster. I ranked the earned point totals for all 73 parks. (That's how I got to a "Top 73!") For those like me who care exclusively about coasters and collecting quality credits and nothing else, I think this is an EXCELLENT way to prioritize future amusement park trips based on the quality of each park's overall coaster collection. Without further ado, here's what you want to see:

1 (4149 points): Cedar Point - Sandusky, OH

17 coasters

1 - Steel Vengeance (2018, RMC IBox)
8 - Maverick (2007, Intamin Blitz)
28 - Millennium Force (2000, Intamin Giga)
33 - Top Thrill Dragster (2003, Intamin Accelerator)
105 - Raptor (1994, B&M Invert)
113 - Magnum XL-200 (1989, Arrow Hyper)
140 - Gatekeeper (2013, B&M Wing)
173 - Valravn (2016, B&M Dive)
260 - Rougarou (1996, B&M Floorless)
324 - Gemini (1978, Arrow Dueling SCS)
325 - Wicked Twister (2002, Intamin Impulse)
363 - Blue Streak (1964, PTC Woodie)
491 - Iron Dragon (1987, Arrow Suspended)
Unranked: Cedar Creek Mine Ride, Corkscrew, Wilderness Run, Woodstock Express
Average coaster ranking: 260.67/500

2 (3704 points): Six Flags Magic Mountain - Valencia, CA

19 coasters

17 - Twisted Colossus (RMC IBox Quasi Mobius)
26 - X2 (2002, Arrow 4th Dimension)
64 - Tatsu (2006, B&M Flyer)
131 - Full Throttle (2013, Premier Rides Sky Rocket III)
203 - Batman The Ride (1994, B&M Invert)
214 - Apocalypse the Ride (2009, GCI Woodie)
216 - Riddler's Revenge (1998, B&M Stand-Up)
219 - Goliath (2000, Giovanola Mega)
289 - West Coast Racers (2020, Premier Rides Quasi Mobius)
312 - Scream! (2003, B&M Floorless)
342 - Superman: Escape from Krypton (1997, Intamin Freefall)
409 - New Revolution (1976, Schwarzkopf Steel)
413 - Ninja (1988, Arrow Suspended)
455 - Viper (1990, Arrow Looper)
Unranked: Canyon Blaster, Gold Rusher, Magic Flyer, Road Runner Express, Speedy Gonzales Hot Rod Racers
Average coaster ranking: 305.79/500

3 (2735 points): Kings Island - Mason, OH

14 coasters

43 - Mystic Timbers (2017, GCI Woodie)
52 - Diamondback (2009, B&M Hyper)
65 - Orion (2020, B&M Giga)
106 - Banshee (2014, B&M Invert)
116 - Beast (1979, KECO Woodie)
275 - Flight of Fear (1996, Premier Rides LIM Dark Ride)
294 - Bat (1993, Arrow Suspended)
383 - Backlot Stunt Coaster (2005, Premier Rides Steel)
440 - Racer (1972, PTC Dueling Woodie)
Unranked: Adventure Express, Flying Ace Aerial Chase, Great Pumpkin Coaster, Invertigo, Woodstock Express
Average coaster ranking: 305.29/500

4 (2722 points): Six Flags Great America - Gurnee, IL

15 coasters

56 - Goliath (2014, RMC Topper Woodie)
107 - Maxx Force (2019, S&S Launch)
123 - Raging Bull (1999, B&M Hyper)
179 - Batman The Ride (1992, B&M Invert)
229 - X-Flight (2012, B&M Wing)
243 - Viper (1995, SFGA Cyclone)
268 - Superman - Ultimate Flight (2003, B&M Flyer)
330 - American Eagle (1981, Intamin Dueling Woodie)
375 - Vertical Velocity (2001, Intamin Impulse)
378 - Whizzer (1976, Schwarzkopf Speed Racer)
Unranked: Dark Knight, Demon, Joker, Little Dipper, Sprocket Rockets
Average coaster ranking: 327.07/500

5 (2540 points): Hersheypark - Hershey, PA

14 coasters

14 - Skyrush (2012, Intamin Wing)
60 - Storm Runner (2004, Intamin Accelerator)
85 - Candymonium (2020, B&M Hyper)
134 - Fahrenheit (2008, Intamin Multi-Inversion)
152 - Great Bear (1998, B&M Invert)
200 - Lightning Racer (2000, GCI Dueling Woodie)
402 - Sooperdooperlooper (1977, Schwarzkopf Looping Speedracer)
421 - Comet (1946, PTC Woodie)
Unranked: Cocoa Cruiser, Laff Trakk, Sidewinder, Trailblazer, Wild Mouse, Wildcat
Average coaster ranking: 311.53/500

6 (2386 points): Six Flags Great Adventure - Jackson, NJ

12 coasters

4 - El Toro (2006, Intamin Prefab Woodie)
68 - Nitro (2001, B&M Hyper)
108 - Kingda Ka (2005, Intamin Accelerator)
146 - Bizarro (1999, B&M Floorless)
193 - Batman The Ride (1993, B&M Invert)
259 - Superman - Ultimate Flight (B&M Flyer)
417 - Green Lantern (2011, B&M Stand-Up)
427 - Joker (2016, S&S Free Spin)
Unranked: Dark Knight, Harley Quinn Crazy Train, Runaway Mine Train, Skull Mountain
Average coaster ranking: 301.83/500

7 (2070 points): Six Flags Over Georgia - Austell, GA

10 coasters

59 - Goliath (2006, B&M Hyper)
69 - Twisted Cyclone (2018, RMC IBox)
197 - Batman The Ride (1997, B&M Invert)
199 - Mind Bender (1978, Schwarzkopf Steel)
256 - Superman - Ultimate Flight (2002, B&M Flyer)
313 - Georgia Scorcher (1999, B&M Stand-Up)
360 - Dare Devil Dive (2011, Gerstlauer Euro-Fighter)
485 - Great American Scream Machine (1973, PTC Woodie)
Unranked: Blue Hawk, Dahlonega Mine Train, Joker Funhouse Coaster
Average coaster ranking: 312.55/500

8 (2031 points): Busch Gardens Williamsburg - Williamsburg, VA

8 coasters

76 - Alpengeist (1997, B&M Invert)
80 - Apollo's Chariot (1999, B&M Hyper)
112 - Griffon (2007, B&M Dive)
183 - Verbolten (2012, Zierer Launch)
288 - Loch Ness Monster (1978, Arrow Looper)
352 - InvadR (2017, GCI Woodie)
385 - Tempesto (2015, Premier Rides Sky Rocket)
Unranked: Grover's Alpine Express
Average coaster ranking: 210.86/500

9 (2013 points): Busch Gardens Tampa - Tampa, FL

9 coasters

44 - Montu (1996, B&M Invert)
90 - Kumba (1993, B&M Sitting)
109 - Cheetah Hunt (2011, Intamin Blitz)
114 - SheiKra (2005, B&M Dive)
317 - Tigris (2019, Premier Rides Sky Rocket)
405 - Cobra's Curse (2016, Mack X-Treme Spinning)
415 - Scorpion (1980, Schwarzkopf Silverarrow)
Unranked: Air Grover, Sand Serpent
Average coaster ranking: 277.11/500

10 (1855 points): Dollywood - Pigeon Forge, TN

9 coasters

3 - Lightning Rod (RMC Launched Topper)
119 - Thunderhead (2004, GCI Woodie)
185 - Tennessee Tornado (1999, Arrow Looper)
232 - Wild Eagle (2012, B&M Wing)
279 - Mystery Mine (2007, Gerstlauer Euro-Fighter)
362 - Firechaser Express (2014, Gerstlauer Family Coaster)
472 - Dragonflier (2019, Vekoma SFC)
Unranked: Blazing Fury, Whistle Punk Coaster
Average coaster ranking: 294.67/500

11 (1819 points): Carowinds - Charlotte, NC

14 coasters

5 - Fury 325 (2015, B&M Giga)
84 - Afterburn (1999, B&M Invert)
93 - Copperhead Strike (2019, Mack Launch)
110 - Intimidator (2010, B&M Hyper)
394 - Nighthawk (2004, Vekoma Flying Dutchman)
Unranked: Carolina Cyclone, Carolina Goldrusher, Flying Cobras, Hurler, Kiddy Hawk, Ricochet, Vortex, Wilderness Run, Woodstock Express
Average coaster ranking: 370.43/500

12 (1795 points): Six Flags Fiesta Texas - San Antonio, TX

10 coasters

37 - Iron Rattler (2013, RMC IBox)
47 - Wonder Woman Golden Lasso Coaster (2018, RMC Raptor)
137 - Superman Krypton Coaster (2000, B&M Floorless)
250 - Goliath (2008, B&M Invert)
314 - Poltergeist (1999, Premier Rides Launch)
426 - Batman The Ride (2015, S&S Free-Spin)
Unranked: Boomerang, Pandemonium, Road Runner Express, Streamliner Coaster
Average coaster ranking: 321.10/500

13 (1739 points): Knott's Berry Farm - Buena Park, CA

10 coasters

45 - GhostRider (1998, CCI Woodie)
66 - Xcelerator (2002, Intamin Accelerator)
167 - HangTime (2018, Gerstlauer Infinity)
191 - Silver Bullet (2004, B&M Invert)
340 - Montezooma's Revenge (1998, Schwarzkopf Shuttle Loop)
458 - Sierra Sidewinder (2007, Mack Spinning)
Unranked: Coast Rider, Jaguar!, Pony Express, Timberline Twister
Average coaster ranking: 326.70/500

14 (1715 points): Kings Dominion (Doswell, VA)

12 coasters

20 - Twisted Timbers (2018, RMC IBox)
21 - Intimidator 305 (2010, Intamin Giga)
153 - Dominator (2008, B&M Floorless)
300 - Flight of Fear (1996, Premier Rides Launch)
416 - Racer 75 (1975, PTC Dueling Woodie)
422 - Backlot Stunt Coaster (2006, Premier Rides Steel)
460 - Grizzly (1982, PTC Woodie)
Unranked: Anaconda, Apple Zapple, Avalanche, Great Pumpkin Coaster, Woodstock Express
Average coaster ranking: 359.54/500

15 (1710 points): Six Flags Over Texas (Arlington, TX)

13 coasters

70 - New Texas Giant (2011, RMC IBox)
129 - Mr. Freeze Reverse Blast (1998, Premier Rides Shuttle Loop)
189 - Shock Wave (1978, Schwarzkopf Looper)
207 - Titan (2001, Giovanola Mega)
251 - Batman The Ride (1999, B&M Invert)
452 - Joker (2017, S&S Free-Spin)
499 - La Vibora (1986, Intamin Swiss Bob)
Unranked: Judge Roy Scream, Mini Mine Train, Pandemonium, Runaway Mine Train, Runaway Mountain, Wile E. Coyote's Grand Canyon Blaster
Average coaster ranking: 369.00/500

16 (1666 points): Silver Dollar City - Branson, MO

7 coasters

18 - Outlaw Run (2013, RMC Topper Woodie)
49 - Time Traveler (2018, Mack Xtreme Spinning)
162 - Wildfire (2001, B&M Sitting)
177 - Powder Keg: A Blast in the Wilderness (1999, Premiere Rides/S&S Hybrid)
433 - Thunderation (1993, Arrow Mine Train)
Unranked: Fire in the Hole, Grand Exposition Coaster
Average coaster ranking: 262.71/500

17 (1646 points): Kennywood - West Mifflin, PA

8 coasters

32 - Phantom's Revenge (1991, Arrow/Morgan Hyper)
117 - Steel Curtain (2019, S&S Steel)
261 - Thunderbolt (1924, Andy Vettel/NADC Woodie)
270 - Jack Rabbit (1920, John A. Miller Woodie)
290 - Sky Rocket (2010, Premier Rides Sky Rocket)
390 - Racer (1927, John. A Miller Mobius Woodie)
Unranked: Exterminator, Lil' Phantom
Average coaster ranking: 295.00/500

18 (1605 points): Holiday World - Santa Claus, IN

5 coasters

6 - The Voyage (2006, Gravity Group Woodie)
82 - Thunderbird (2015, B&M Launched Wing)
141 - Legend (2000, CCI Woodie)
170 - Raven (1995, CCI Woodie)
Unranked: Howler
Average coaster ranking: 179.80/500

19 (1367 points): Six Flags St. Louis - Eureka, MO

9 coasters

132 - Mr. Freeze Reverse Blast (1998, Premier Rides Shuttle Loop)
156 - American Thunder (2008, GCI Woodie)
211 - Batman The Ride (1995, B&M Invert)
283 - Boss (2000, CCI Woodie)
356 - Screamin' Eagle (1976, PTC Woodie)
Unranked: Boomerang, Ninja, Pandemonium, River King Mine Train
Average coaster ranking: 348.67/500

20 (1358 points): SeaWorld Orlando - Orlando, FL

5 coasters

35 - Mako (2016, B&M Hyper)
102 - Manta (2009, B&M Flyer)
128 - Kraken (2000, B&M Floorless)
381 - Journey to Atlantis (1998, Mack Water Coaster)
Unranked: Super Grover's Box Car Derby
Average coaster ranking: 229.20/500

21 (1205 points): California's Great America - Santa Clara, CA

9 coasters

39 - RailBlazer (2018, RMC Raptor)
72 - Gold Striker (2013, GCI Woodie)
187 - Flight Deck (1993, B&M Invert)
Unranked: Demon, Grizzly, Lucy's Crabbie Cabbies, Patriot, Psycho Mouse, Woodstock Express
Average coaster ranking: 366.44/500

22 (1190 points): Kentucky Kingdom - Louisville, KY

6 coasters

19 - Storm Chaser (2016, RMC IBox)
58 - Lightning Run (2014, Chance Rides Hyper GT-X)
355 - Kentucky Flyer (2019, Gravity Group Woodie)
382 - Thunder Run (1990, Dinn Corporation Woodie)
Unranked: Roller Skater, T3
Average coaster ranking: 302.33/500

23 (1166 points): Six Flags New England - Agawam, MA

12 coasters

22 - Wicked Cyclone (2015, RMC IBox)
29 - Superman the Ride (2000, Intamin Hyper)
286 - Batman - The Dark Knight (2002, B&M Floorless)
Unranked: Catwoman's Whip, Flashback, Goliath, Gotham City Gauntlet Escape from Arkham Asylum, Great Chase, Joker, Pandemonium, Riddler Revenge, Thunderbolt
Average coaster ranking: 403.08/500

24 (1157 points): Six Flags Discovery Kingdom - Vallejo, CA

10 coasters

98 - Joker (2016, RMC IBox)
163 - Medusa (2000, B&M Floorless)
304 - Flash: Vertical Velocity (2001, Intamin Impulse)
307 - Superman Ultimate Flight (2012, Premier Rides Sky Rocket)
476 - Batman The Ride (2019, S&S Free-Spin)
Unranked: Boomerang Coast to Coaster, Cobra, Harley Quinn Crazy Coaster, Kong, Roadrunner Express
Average coaster ranking: 384.80/500

25 (1060 points): Dorney Park & Wildwater Kingdom - Allentown, PA

7 coasters

151 - Talon (2001, B&M Invert)
181 - Steel Force (1997, Morgan Hyper)
215 - Hydra the Revenge (2005, B&M Floorless)
397 - Possessed (2008, Intamin Impulse)
Unranked: Thunderhawk, Wild Mouse, Woodstock Express
Average coaster ranking: 349.14/500

26 (957 points): Worlds of Fun (7 coasters, 3 ranked)

27 (902 points): Knoebels (6 coasters, 4 ranked)

28 (855 points): SeaWorld San Antonio (6 coasters, 3 ranked)

29 (827 points): Universal Studios Florida (4 coasters, 3 ranked)

30 (816 points): Islands of Adventure (4 coasters, 2 ranked)

31 (816 points): Six Flags America (9 coasters, 4 ranked)

32 (704 points): Valleyfair! (8 coasters, 3 ranked)

33 (703 points): Mt. Olympus (5 coasters, 3 ranked)

34 (685 points): Silverwood (6 coasters, 3 ranked)

35 (682 points): Lagoon (10 coasters, 3 ranked)

36 (652 points): Disneyland (4 coasters, 3 ranked)

37 (584 points): Lake Compounce (5 coasters, 2 ranked)

38 (564 points): Indiana Beach (5 coasters, 4 ranked)

39 (481 points): Nickelodeon Universe New Jersey (5 coasters, 3 ranked)

40 (455 points): Six Flags Darien Lake (8 coasters, 2 ranked)

41 (430 points): Waldameer (5 coasters, 1 ranked)

42 (398 points): Michigan's Adventure (6 coasters, 1 ranked)

43 (390 points): Kemah Boardwalk (1 coaster, 1 ranked)

44 (389 points): Adventureland Iowa (5 coasters, 2 ranked)

45 (365 points): Alabama Adventure (2 coasters, 1 ranked)

46 (361 points): Magic Kingdom (4 coasters, 3 ranked)

47 (347 points): Disney's Hollywood Studios (2 coasters, 2 ranked)

48 (340 points): Fun Spot America Kissimmee (4 coasters, 1 ranked)

49 (323 points): Disney's Animal Kingdom (1 coaster, 1 ranked)

50 (288 points): Luna Park (6 coasters, 1 ranked)

51 (275 points): Santa Cruz Beach Boardwalk (3 coasters, 1 ranked)

52 (273 points): Disney California Adventure Park (2 coasters, 1 ranked)

53 (268 points): Fun Spot America Orlando (3 coasters, 1 ranked)

54 (259 points): ZDT's Amusement Park (1 coaster, 1 ranked)

55 (258 points): SeaWorld San Diego (4 coasters, 2 ranked)

56 (239 points): Playland's Castaway Cove (4 coasters, 1 ranked)

57 (224 points): Beech Bend (3 coasters, 1 ranked)

58 (216 points): Universal Studios Hollywood (2 coasters, 1 ranked)

59 (206 points): Quassy Amusement Park (2 coasters, 1 ranked)

60 (195 points): Sesame Place (2 coasters, 1 ranked)

61 (175 points): Great Escape (6 coasters, 1 ranked)

62 (158 points): Buffalo Bill's Resort & Casino (1 coaster, 1 ranked)

63 (156 points): Galveston Island Historic Pleasure Pier (1 coaster, 1 ranked)

64 (151 points): Bay Beach Amusement Park (1 coaster, 1 ranked)

65 (137 points): Adventuredome (2 coasters, 1 ranked)

66 (127 points): Morey's Piers (7 coasters, 1 ranked)

67 (98 points): Casino Pier (3 coasters, 1 ranked)

68 (97 points): Nickelodeon Universe Minnesota (5 coasters, 1 ranked)

69 (93 points): Frontier City (5 coasters, 1 ranked)

70 (37 points): Adventureland New York (2 coasters, 1 ranked)

71 (17 points): Lakemont Park (3 coasters, 1 ranked)

72 (12 points): Conneaut Lake Park (2 coasters, 1 ranked)

73 (8 points): Belmont Park (1 coaster, 1 ranked)

If any coaster YouTube channel wants to use this data to fuel an idea for a new video (sup Airtime Thrills or Coaster Studios or, you know, COASTER BOT!), please feel free! 100% of the credit goes to Coaster Bot for helping me compile this ranking.
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What Wisconsin Democrats Learned from 2016

It was a most unusual sight for Joe Biden’s campaign: a crowd. Across the street from the Wisconsin Aluminum Foundry, in the town of Manitowoc, several hundred fans of the former Vice-President gathered in the afternoon sunshine late last month, carrying signs and wearing masks that allowed them to muster energetic, if muffled, chants. This was not a planned rally, more like a flash mob without the theatrics. Biden, insistent on modelling good medical etiquette during the pandemic, schedules no grand gatherings, leaving them to his rival, Donald Trump, who, before his coronavirus diagnosis, routinely spoke from a stage, with Air Force One positioned scenically behind him, as thousands cheered his boasts and invective.
A line of police officers kept the crowd away from the brick foundry, where Biden’s motorcade was parked. Closest to the building, about a hundred Trump supporters had gathered, many waving campaign banners. One homemade poster read “A Vote for Biden = Socialism.” Another said, “Build the Wall with Liberal Tears.” A chant for four more years merged into one for four more terms. Few on the Trump side wore a mask. All of the Biden supporters did, including Darlene Wellner, an eighty-year-old retired social worker. I asked Wellner what brought her out for Biden. She started with Trump’s dishonesty and turned to his environmental policies. “So much damage has been done. It’s just heartbreaking what is happening in this country,” she said. Wellner has taken it upon herself to write thirty postcards to people she considers fence-sitters. “If I can influence five of them, it wouldn’t be bad.”
Biden had arrived in Manitowoc, a town on Lake Michigan, largely thanks to Sachin Shivaram, the C.E.O. of Wisconsin Aluminum Foundry, who was so worried about Biden’s chances in the state that he contacted everyone he knew in hopes of persuading the campaign to deploy the candidate. “If you don’t have that on-the-ground presence of the candidate, it trickles down,” he told me. In his community of De Pere, he saw a surfeit of Trump signs, and almost none for his rival. At the factory, the union leadership supported Biden, but he noticed that some workers were wearing maga gear. He was thrilled to hear, about seventy-two hours ahead of time, that Biden would be seeking attention in Manitowoc, in a state where Hillary Clinton barely competed. He wasn’t alone. On the afternoon of the visit, the Manitowoc County Democratic Party storefront was bustling. “We’re in Trump country,” Karen Steingraber, a volunteer, said, as she assembled Biden-Harris signs, “but we do what we can.”
Inside the foundry, Biden delivered a series of sharp-edged attacks to a few dozen carefully distanced onlookers and reporters. The speech was good stuff for the faithful—evidence that Biden, at seventy-seven, could deliver a biting anti-Trump narrative, along with his customary empathy toward the families of the covid-19 dead and those who are struggling financially. Addressing the working-class voters in Wisconsin who favored Trump last time, he pledged, “You will be seen, heard, and respected by me.” Speaking, as he often does, from behind a surgical mask, he said, “Frankly, I’ve dealt with guys like Trump my whole life. Guys from the neighborhood I come from who would look down on us because we didn’t have a lot of money or your parents didn’t go to college. Guys who think they’re better than you. Guys who inherit everything they’ve ever gotten in their life and squander it. Guys who stretch and squeeze and stiff electricians and plumbers and contractors working on their hotels and casinos and golf courses just to put a few more bucks in their pocket. Guys who do everything they can to avoid paying the taxes they owe because they figure the rest of us, the little people, we can pick up the tab for the country.”
On paper, Wisconsin looks eminently winnable this year for Biden and the Democrats. The respected Marquette Law School poll, released on Wednesday, showed Biden ahead by five points, with a Libertarian candidate, Jo Jorgensen, receiving four per cent, and Trump favored by just forty-one per cent of likely voters. If it weren’t for the shock of 2016, when polls showed Clinton comfortably ahead in October, Biden supporters’ worry meter would be much lower. “Every Democrat is on edge,” Ben Wikler, the chairman of the Wisconsin Democratic Party, told me as we sat on his back porch, in Madison. “To me, it means that every Democrat will work their heart out.” Trump was the first Republican Presidential candidate to win the state since 1984, but his winning margin was less than one per cent of the roughly three million votes cast, suggesting that even minor adjustments in the Clinton campaign’s message or tactics could have changed the outcome. Clinton received 238,449 fewer votes than Barack Obama had four years earlier, including forty thousand fewer in Milwaukee alone. Yet she lost the state by only 22,748 votes.
Clinton and her team assumed that they would win Wisconsin with a minimal investment, even after she was pummelled in the Democratic primary, losing to Bernie Sanders by thirteen points. Only in the last two weeks of the campaign did Clinton advertise on television in Milwaukee, Green Bay, and Madison. This year, Biden has dominated television advertising for months. In one measure of the intensified effort, a list of campaign events, Biden interviews, surrogate appearances, and radio and television advertisements stretches to two single-spaced pages. And the ground game is broad. By the campaign’s count, three thousand people have done phone-banking sessions in Milwaukee, where there are forty teams of volunteers and dozens of paid staffers. (The campaign declined to say exactly how many.) “We definitely learned our lesson,” Marcelia Nicholson, the chairwoman of the Milwaukee County Board of Supervisors, told me.
Despite polling averages that have shown Trump lagging Biden for months, the Republicans, too, are boasting of their efforts on the ground and including rallies in the schedule. Before his coronavirus diagnosis, Trump had planned to hold events in La Crosse and Green Bay; Vice-President Mike Pence has visited the state five times since July, including a recent trip to Eau Claire, where he was joined by Ivanka Trump. The campaign is trying to fortify rural counties that voted for Obama twice before flipping to Trump in 2016; it also took the rare step of opening an office in Milwaukee, aiming to reduce Biden’s large margins among Black and Latino voters. Team Trump has held training sessions with more than six thousand people, according to the campaign. Samantha Zager, the deputy national press secretary, noted, “We’re the only campaign in the state currently asking Wisconsinites for their votes in person.” She described Biden’s bid for Wisconsin as “too little, too late.”
I asked Wikler how Democrats intend to avoid a nail-biter this time. “Organizing,” he said. “In 2016, you’d go into an office and no one would be there. Someone behind a table would tell you to pick up a clipboard and bring it back when you’re done.” The next year, Martha Laning, Wikler’s predecessor, began building a statewide organizing effort that would operate year-round rather than emerge near the end of a campaign cycle. “You hire organizers to recruit local leaders to build neighborhood teams. They’re volunteer team leaders, they recruit volunteers. Those teams are responsible for organizing their neighborhoods,” Wikler said, likening them to old-school ward captains. In 2018, Democrats swept the elections for statewide offices for the first time since 1982.The current ground game is a joint operation of the Biden campaign and the Wisconsin Democrats. In addition, staff and volunteers from a raft of independent organizations are working to get out the vote. In Milwaukee, significant efforts are under way by Black Leaders Organizing for Communities (bloc) and Voces de la Frontera Action, which focusses on the city’s hundred thousand Latino residents, as well as other Latinos around the state. Since Kamala Harris, a Howard University graduate and member of the Alpha Kappa Alpha sorority, joined the ticket, organizers have been drawing strength from members of the Divine Nine historically Black fraternities and sororities. In Fitchburg, the state’s first elected Black mayor, Frances Huntley-Cooper, an Alpha Kappa Alpha, called it “an automatic network. I have so many sisters who are on the phone every day.” Many others, she said, are helping people navigate the requirements for voting by mail, and volunteering as poll workers.
Then there is money. In one sign of the Democrats’ success, last month’s live reading of the script of “The Princess Bride,” by most of the original cast, attracted an astonishing hundred and ten thousand viewers and raised $4.25 million. The cast members of “Parks and Recreation,” “The West Wing,” and “Veep” appeared on other nights. Citing the organizing oomph, the Democrats I spoke to in several Wisconsin cities expressed confidence in Biden’s chances, if the election is fair and square. Their worry is that Republicans will find ways to suppress Democratic turnout. For months, Trump has been groundlessly attacking mail-in voting, recently tweeting falsely, for example, “The Ballots being returned to States cannot be accurately counted. Many things are already going wrong.” With court battles over voting rules already under way in Wisconsin, I asked Mandela Barnes, the state’s Democratic lieutenant governor, what he foresees. He said, “Republicans are going to use any tactic they can try to keep people from voting, because they know that lower turnout is typically beneficial to them.”
More than a million voters have already requested an absentee ballot, and more than six hundred thousand have voted. Anticipating a torrent, election officials are getting creative. Some have positioned drop boxes outside public buildings, such as libraries, in Milwaukee. In Madison, a Democratic stronghold, hired clerks sit outside the City-County Building during office hours to collect ballots, first checking that they have been signed and witnessed. The city organized two events called Democracy in the Park, where poll workers stationed themselves in two hundred and six parks to register voters and receive ballots. On the first day, roughly ten thousand people delivered ballots. An attorney for two of the state’s most senior Republican legislators unsuccessfully tried to stop the exercise, arguing that it was “an illegal collection of ballots.” Republicans are also in federal court trying to limit the number of days that ballots, postmarked by Election Day, November 3rd, will be received and counted. Yet even as Trump rails against the dangers of absentee voting, the Wisconsin Republican Party is saying precisely the opposite, in literature designed to be hung on a voter’s door handle. “Absentee and Early in-person voting are safe and secure ways to guarantee your voice is heard,” the flyer says, featuring a stylized black-and-white photo of Trump, with only his trademark red tie in color, pointing at the camera. “president trump wants YOU to make a PLAN to vote TODAY!” I picked up the door-hanger at an office of the Racine County Republican Party, in Burlington. Among other handouts was a card showing a Photoshopped highway sign that read, “Caution: Democrat Voter Fraud Ahead.” Behind the counter, a volunteer, who asked not to be identified for fear of being targeted by Trump opponents, said he was afraid that Democrats would try to steal the election. “I know if Democrats lose,” he said matter-of-factly, “they will try to burn the country down.”
Trump, whose campaign is lagging financially, is distributing flyers that misrepresent Biden’s record and positions. One, with the Trump campaign’s signature, is printed handsomely in red, white, blue, and gray. It wrongly states that Biden is calling for defunding the police, that he intends to “raise taxes on the middle class,” and supports climate policy that would cost ninety-three trillion dollars. I spotted it when I visited the middle-class Milwaukee suburb of Brown Deer, where Emily Siegrist, a Democratic nurse practitioner and former soldier in the Wisconsin National Guard, is running ahead of Dan Knodl, a Republican state legislator, who defeated her in 2018. This time, she is well-funded and working hard. When I caught up with her, she was wearing cut-off jean shorts and a gray sweatshirt that said, “Girls Unite.” I asked about the Democrats’ decision not to knock on doors or hold rallies, in contrast to the Trump campaign and many down-ballot Republicans. She said it makes campaigning harder, and creates a wild card in predicting the outcome. Although her volunteers have made fifteen thousand phone calls, by her estimate, she sometimes can’t resist campaigning the old-fashioned way. “I’ll ring the doorbell and jump back. I’ll talk to them from a distance, ‘My name’s Emily. I just want to introduce myself.’ ”
Back in Manitowoc, Shivaram revelled in the positive vibes from the crowd that gathered to cheer Biden. “I had no idea that this many people supported Biden in Manitowoc,” he said. Although Biden held no rally and shook no hands, the visit accomplished its pandemic-era goals by earning plenty of local television, radio, and print coverage from the foundry speech and interviews with reporters in the larger Green Bay market. “The media coverage made the visit look big. That really energized people,” Shivaram said. So, I asked him, was he feeling better about Biden’s chances? “From my little corner, it doesn’t feel good at all,” he replied. “I’m scared he is going to lose.”
submitted by UrbanCentrist to neoliberal [link] [comments]

[WM] Wishing You Well. (Quest Write Ups for Midmouth's Myco-Mess, Of Dice and Deceit, Moving Moorings, The Sending, The Burning Sands, Blasphemous Rumours, Monster Mash, Trouble in Wedding Town, and The Ruined City)

Wishing You Well. (Quest Write Ups for Midmouth's Myco-Mess, Of Dice and Deceit, Moving Moorings, The Sending, The Burning Sands, Blasphemous Rumours, Monster Mash, Trouble in Wedding Town, and The Ruined City)
It has been awhile since I have wrote, I know. At first, I wrote to the Curator, as she is the one that we report to. Yet, her disdain for my writing has caused me to put off this task. Why bother if I would only face her derision? I thought this way until wise guildmates urged me to change my views. The Curator may not appreciate my words, but I do not mind writing them. And… there are others besides the Curator who would like to hear my thoughts, and adventures. So, to the Ashcoat family, I wish you well, and enclosed below are my adventures so far.
Midmouth's Myco-Mess
DM: Jacob S.
Players: Thomas S. (Nikola), M.E. H. (Galileo Ashcoat), Ethan J. (Naeron), Peyton L. (Genevieve), Derek M. (Ice Sculpture), Nessa T. (Dill Picks)
Dear Zemai, I am aware of the fact that you enjoy festivals, and I believe you would enjoy the tale of the first quest I went on for the Mavros Guild.
It was a rather simple task, go to a town and handle a small problem during a festival. The town was called Midmouth, and they were celebrating a ritual for some goddess, although to be clear, I could not tell you which one. The lack of religious studies from being sent off at a young age may have caused an issue in this regard, I admit. After meeting with the organizers of the festival, they instructed us to take time and enjoy ourselves before delving into the sewers at night.
We followed their instructions to the best of our abilities, meeting a fortune teller. We stood around, learning about our fates and destiny, although I suppose some of my guildmates suspected it was. Well, the word is not appropriate to write in a formal letter to an Ashcoat. I, however, liked my fortune. The Lovers, it has a ring to it. Even if it may be silly, it gave me a flash of hope.
With another guildmate, I then went to a game of target practice. I suppose you would be interested in this series of events, Zemai. You said that I would make an excellent brother, had I ever been at the estate. And not to brag, but I do make a good big brother, in a way. I won a doll for a guildmate. Then, I used magic to change it into a better form. And then I snuck it into his bag. As a gift.
After a long day, we went into sewers to meet these disgusting diseased rats, handling them quickly. We found the source of the issues. They were Myconids, yet somehow were sapient, speaking to us in Common. I believed that instead of resorting to bloodshed, we could come to an arrangement, a deal of sorts. We snuck these Myconids to the Guild Hall’s basement, and that was the end of this quest, to be continued another day.
Of Dice and Deceit
DM: Kennon C.
Players: Ethan M. (Noizu), Alea H. (Hazel), Hunter M. (Oliver), M.E. H. (Galileo Ashcoat)
I suppose of all people, you, Darwin, deserve an explanation of what went on in Kostroma. After all, I feared I may have caused your predicament. After careful reflection, I know this is not the case. Regardless, I owe you my apologies and my story. Knowing you as well as I do, I know you will find this story humorous.
My time in the Alchemist’s Guild has graciously given me the experience of being in Kostroma. However, not in this city. Krogstadt, as I recall correctly. An icy town just on a bay, gondolas all around. Of course, I changed my form, before the quest begun, into a plain man to avoid suspicion when possible. Our task required us to meet a rather… suspicious character owning a run-down casino. He explained that he intercepted a request for security at another casino, and that we were to do two jobs. Of course, we agreed to this. Double the payment sounded like an amazing idea, although… We would find out that things were not that simple.
He requested that we gather dirt while working to take down his competition. And as I recall correctly, he did not seem to care whether said dirt were true, but only that we give him something to work with. We then went to our second job, enforcing the rules of the casino and the owner. Over our time working, however, we decided that the owner was someone we did not want to screw over. He seemed to genuinely care about his employees, his business, his livelihood. Like a more notable version of the Curator. A close family. And yet, because we decided to play both sides, we ended up hurting him. During our time in the city, we were followed by an interesting pair distantly related to him, although we never found their intentions. And in the end, we fed false information back to our hirer, still getting payment from both. With some, it did not sit right. For me? Well. I took it. A deal is a deal, and a businessman would understand. There were questions left unanswered, as we delved into matters not our own. But for once, I was satisfied with the knowledge I received, against the Ashcoat ideals.
Moving Moorings
DM: Jacob S.
Players: Thomas S. (Nikola), Austin G. (Orville), M.E. H. (Galileo Ashcoat), Declen P. (Oz), Brandon Q. (Ziggy), CJ J. (Naoise)
I suppose that eventually, someone complained enough to make this job necessary, forcing us to move the Myconids from their home in the Guild basement to a mountain a good distance away into a mountain’s cave. With the creatures acutely allergic to the sun, we travelled at night, maintaining a cover of darkness until nearly early morning, where we had to use a variety of methods to prevent harm to our clients.
After an uneventful walk, we found a cave, with quite the elaborate ruins, an intricate door blocking off the inner workings of the cave. One of the guildmates on this quest used an impressive amount of strength given his small body to break down the door. I suppose the ghouls in the cave did not like that, and they sprang forward to attack. In a strange circumstance, the shadows that are ever-present about me summoned a purple flame of great destruction, immolating their undead corpses to ash. Exploring further, we quite foolishly walked into a grand room, the doors behind us shutting, preventing any retreat. These hideous creatures, Bodaks attacking as my guildmates panicked. These monsters almost killed us all, with an aura of decay and pain. At one point, I fell unconscious, perhaps nearly dying completely, yet somehow, my guildmates were able to pull through, healing the downed party members after this battle. Stuck in the shoulder of one of the Bodaks was this cruel, malicious dagger, perhaps a source of great evil in the world. As you would expect, we took it back, trying to sell it without much success.
The Sending
DM: Jacob S.
Players: Ethan M. (Noizu), Nessa T. (Dill Picks), M.E. H. (Galileo Ashcoat), Kennon C. (Zed), CJ J. (Naoise), Brandon Q. (Ziggy)
Apparently, I seem to get on an above average amount of quests relating to festivals or ceremonies. This time, we visited a small town near the ocean that was preparing for a ceremony called “The Sending”. However, this ceremony was delayed due to the attacks of some strange monster, only appearing at night. The Clerics in our party feared it may be divine retribution of some sort, although we quickly dismissed that notion. The beast at night was a type of basilisk, proving incredibly dangerous as it turned its victims to stone with a bite. Unfortunately, we would forget this information until in the midst of battle, of course at night.
One of the Guildmates found a small child who survived the attack, bringing him back to his parent. Quite heartwarming in a way, I will admit. After that day of search, rescue, and reconnaissance, we slept in a conjured tower, awaiting another attack.
And the one on watch at the mid of the night awoke us to the sight of this serpent, rampaging yet again as it claimed more lives. Quickly, we sprung into action. Yet this foe proved challenging, turning Dill into stone. You’d like Dill, Zemai. And I believe Zed almost drowned…
I… almost died again. Yes, that is true. No matter though, someone soon slayed the snake, and another Cleric brought Dill back from petrification.
The Burning Sands
DM: Jacob S.
Players: Ethan J. (Naeron), Will B. (Flake), Nathan G. (Teepimeek), M.E. H. (Galileo Ashcoat), Josh D. (Beryl), Thomas S. (Nikola)
Our prowess of our guild soon stretched to Ashkiri, and our services were once again requested, this time to find a missing caravan deep in the desert. This quest brough back up unpleasant memories of what the Curator would say to me before she shipped me off to the Alchemist’s Guild. “The Desert is Deadly, anyone lost has perished.” That matter-of-fact tone rang true on this quest, as we would later discover in Qad Takun.
After some rather frivolous shopping, we made our way into the dunes, getting lost on the second day in a great sandstorm, something I did not miss from Arkheion. With us stumbling randomly in the dark dust, we soon encountered an ominous orb, vaguely conjuring a feeling of recognition in my mind as an evil creature rose to protect it. Perhaps most frighteningly, it could stop magic, the ever-present shadows about me put into a stasis as the monster stared deep into my very soul. Yet, luckily for us, there were archers who would pierce its hide with arrows until it finally fell. The horror did not end there, however, Nikola, another guildmate, had his arm wither away upon contact of this orb. We managed to destroy this insidious device with another strange weapon, yet that thought lingered in our minds… What was that orb doing here?
Blasphemous Rumours
DM: Thomas S.
Players: Lauren S. (Gani), Casimir B. (Dr. Faust), Nic R. (Gleich), Sarah M. (Ender), M.E. H. (Galileo Ashcoat).
With the fall winds soon approaching, I found myself on another quest, travelling to Deerreach along with guildmates I was not too familiar with. Our missions always had a way to fix that, however, as even the quickest travel times gave us the opportunity to learn about each other.
Deerreach was a rather interesting city, and I am shocked I never visited it in my travels as a part of the Alchemist’s Guild. The most notable aspect was the mage’s college, yet it was not like any ordinary school I have seen. Corruption lay in every corner, and we were to be complicit to not cause a panic. What was the problem? Students coming back with strange alterations to themselves or disappearing outright. We were to be silent about this aspect, and despite my innermost objections, we were.
Instead, we thought ourselves as detectives, seeking out the source of the eldritch influence on this city. Some split to ask professors, others went to one of the temples nearby, while I and another guildmate went to the medical center to meet a victim. Upon meeting her, I realized I was out of my league. Yet, the knowledge proved tantalizing, as the Curator trained me in her limited time with me. “Knowledge above all else.”
A creature of absolute insanity approached me, gifting me temporary knowledge of the entire city’s layout. It was projected by the victim, and apparently, she learned to do this from a tutor. What sort of tutor dealt with aberrations such as these? I had to find out, not only for the job, but for my own sake, to learn about these shadows…
Our party reconvened, sharing crucial information, and with that, I knew where to go. We split once more, finding the source of these tutoring sessions after a rather… odd encounter with the clergy. I will not go into detail… The tutors were a pair of Chuuls, working for a long slumbering goddess I prepared to meet. Luckily, my guildmate stopped me, despite my annoyance at the time.
He and I convinced these Chuuls to stop working for a possible uncaring goddess, and to make their teachings official somehow. Somehow, this worked, giving a peaceful solution to what may have required bloodshed.
No. We did not inform the Headmaster of everything. He did not deserve to know.
Monster Mash
DM: Thomas S.
Players: Jacob S. (6B), Nessa T. (Dill), Nathan G. (Teepimeek), Declen P. (Oz), M.E. H. (Galileo Ashcoat), Derek M. (Ice Sculpture)
Apparently, nothing normal can occur in the town of Deerreach, now monsters roamed about that required slaying. So, we sharpened our knives, prepared our spells, and prayed to the gods above this would be a normal fieldtrip. It was not.
Once again, we meet with perhaps the shadiest person to exist (yes even beating out the shadow sorcerer me), vaguely hinting at the fact these prowling creatures could have been created by a former professor. As usual, people were either dead or missing. As usual, we were to not cause a panic. As usual, we could not warn anyone.
Of course! Things cannot be this simple! Just kill some beasts, find the ‘Mad’ professor who did this. We instead met a strange herpetologist who kept these things as pets. Of course, he created them! He wanted us to instead weaken these creatures and promised loot. Like the mercenaries we were, we agreed to help him. I agreed because having someone like that against you is a fool’s play.
Yet the first monster liquified a girl in front of our very eyes, dragging her into the well to consume later. No amount of rage we took out on this thing would ease our fury. The herpetologist soon captured the weakened beast with a spell, instructing us that there would be more later to beat.
The next beast just ate sheep, thankfully. The fight was not difficult, and the former professor added a second, then third creature to his collection. The horrors were not over though, this hellish nightmare continued as we discovered the madman’s ultimate project, a snake… made of snakes. There is a reason I am drinking while writing this letter. Let me just take a moment to thank the Shadows for allowing me to shift the forms of foes and friends alike, as I changed one into a giant bipedal feathered reptile, and another to a giant crocodile. With that, they quickly nearly dispatched this failed experiment. The professor captured this one as well while I fought swarms of more snakes. Thank the Shadows for fireball…
Do not show this letter to the Curator, lest she tries to recruit someone as insane as her.
I still trust the insane ex-professor more than the Headmaster.
Trouble in Wedding Town
DM: Jacob S.
Players: CJ J. (Naoise), M.E. H. (Galileo Ashcoat), Ethan J. (Kass), Hunter M. (Oliver), Alea H. (Hazel), Dylan H. (Dustorin)
At least this quest was to be happy, a marriage in Ashkiri. We were to be bodyguards as this was a politically controversial arrangement, and that is all that we were told. Yet the secretary seemed to know more than she let on, and the general atmosphere pointed to unease and unrest. In other news, water is wet. No one hires the guild for a simple quest.
The journey was long, as to be expected to a trip to Ashkiri. More specifically, Saar. I knew of this place, in fact, I believe it was not too far from Arkheion. Relatively speaking, of course. Once we arrived, we had time before the wedding begun. Some of our guildmates took initiative, scouting out reasons for our employment. I, however, relaxed, naïvely believing that this would be a normal day, with a normal wedding. When the moment of paranoia reached my mind, I took to the skies, learning of the city’s layout.
At the wedding, we all stood in different positions, the archer perched above, the druid and I in the seats, and others scattered about. Unfortunately, we would only know something is wrong until darkness moved across the area, a rather unfortunate look for me. The Cleric somehow already with the bride and groom… as we all rushed the scene.
The bride was poisoned, and we thought her dead. The darkness cleared and it was quite possibly the worst position all of us could be in: framed. No amount of convincing seemed to work, and the guards approached us with harmful intent. The Shadows reached out, gripping two of my guildmates with its talons and turning them into giant eagles. And as this happened, I instructed them to fly. We managed to escape with everyone, including the bride’s presumable corpse.
However, one cannot kill love this easily. She lived. We then explained the situation as she confessed her family was inflicted with a curse. One long, awkward walk later, we found our carriage driver.
So. If Saar falls into disarray or crumbles into dust soon, we may have had a hand in it.
The Ruined City
DM: Jacob S.
Players: Kat R. (Cynic), Ethan J. (Kass), CJ J. (Naoise), Thomas S. (Nikola), Declen P. (Oz), M.E. H. (Galileo Ashcoat)
Archelogy: a surprisingly dangerous field. At least this time we somewhat knew what we were getting into. Travelling to Kostroma, some of my guildmates were caught off guard by the cold, requiring new dress. Others took advantage of the long trip, Nikola, er, Doctor Ivanovich, crafting a surplus of magic items. I, instead, took the time to relax, study, and learn more about the Shadows that plague me so. I was not very successful… yet.
Soon, we were led to ruins by a pair of archaeologists. We told them to stay behind us as we encountered undead warforged. How is that possible, you might ask? We are not quite sure either, but they were unfortunately… sisters to a guildmate. We scoured for items that might belong to this guildmate now, coming back with several magic items.
Moving forward, we were attacked by dragon-like creatures, the archer making short work of both. The creatures seemed to gather around a cathedral, and yet again, we encountered one of those forsaken red orbs, with another, more frightening monster guarding it.
This battle would test our abilities to their fullest. I stood back and boosted my guildmates. To two of them, I blessed with speed, the Shadows enhancing their movements. Yet that was not even enough, our resources slowly flickering away like the flame on a short wick of the candle. As a last resort, once again, the Shadows came through. They siphoned energy from some parts of my magic reserves, gifting energy to others before it clicked what they wanted. And suddenly, the speed stopped, the guildmates falling into lethargy. I thought we were dead, my concentration breaking in a moment like this would prove fatal. Until somehow, two kings rise from the darkness. Lizard kings, but kings, nevertheless. And they finally defeated this monster.
Thank you, Shadows.
submitted by The_Ashcoats to DnDUGA [link] [comments]

[USA-NJ] [H] 2DS Console, games for most Nintendo consoles, PS1/2, Nintendo Powers, collectibles [W] CIB's: Fire Emblem, Kirby's Dream Land 2, Mega Man X Command Mission with card, list, offers

Adding a bunch of items since my last post!
I have 90+ confirmed trades. Also, fair warning, these lists are long, I have a lot of stuff for trade! Looking to do fair value but where I have an item that is worn / in poor shape I value that lower than eBay averages due to condition. Also bolded items are hard trades and I usually only trade limited print Switch games for other limited print Switch games (with some exceptions).
p.s. "CIB" means complete, as in including all the booklets and such that were supposed to come in there, otherwise I will clarify what is included. "NIB" means New In Box, aka sealed, "brand new," in the shrink, etc.
p.p.s. If we are going to trade, all I ask is please be honest about the condition of your items. I can provide pictures for anything I have, please be willing to do the same! Thanks!

HAVE

Switch games, accessories, cards
3DS console, games, accessories
3DS boxes and manuals (no games)
DS games and accessories
Almost every boxed game below has some minor wear to the box
DS boxes and manuals (no games)
GBA games and videos
GBC games and more
GB games and more
Wii U games and packaging
Wii games and accessories
GameCube games, accessories and packaging
N64
N64 boxes and manuals
NES games and accessories
PS3 boxes and manuals (no games)
PS2 games
PS2 boxes and manuals (no games)
PSX games
PSX boxes and manuals (no games)
IBM Tandy
PC
Strategy guides
Collectibles and posters
Comic Books
Random Stuff

WANT

The high priority stuff, all should be CIB unless noted:
The rest:
Pre-order bonuses
Amiibo (want loose)
LRG Cards
Cards for Flinthook, Furi, Slime San, ToeJam and Earl, Golf Story, Dragon's Lair Trilogy, PixelJunk Monsters 2, Lumines Remastered, Yooka-Laylee, The Escapists and Saturday Morning RPG
Limited Print Switch Games (prefer CIB but also fine with NIB, also fine with Best Buy retail versions when applicable)
Other Switch Games (looking for CIB and clean)
3DS Games
DS
GBA
GBC
GB
Wii U
Wii
GameCube
N64
PS3
PS2
PSX
Strategy Guides
I'm happy to look at lists, but these are my priority wants.
submitted by MiamiSlice to gameswap [link] [comments]

An extensive list of features I would like to see implemented into TC2 or any future titles.

This list will consist of the beginnings of an outstanding open-world racing game from many of the features I've conceptualized. I've always had a thought/fantasy in my head of taking some of the best features from many racing games and rolling them into one fantastic game. There have been so many quirks and great things across many racing games and even non-racing games that could be implemented into other racing games to improve upon games. I think some game developers and creative directors owe it to themselves to play many other racing games themselves to draw inspiration from other games and they should directly use polls in social media to see what people want the most, so resources can be allocated in that direction. I will refer to many games throughout this as I feel a lot of racing games (and other games in general) made over the last 15 years or so have features that could contribute to the concepts that would create a great game. Game abbreviations will include MC (Midnight Club), NFS (Need for Speed), TC (The Crew) FH (Forza Horizon), FM (Forza Motorsport), GT (Gran Turismo), GTA (Grand Theft Auto) and TDU (Test Drive Unlimited). This list will not be suggesting any locations, vehicle or part manufacturers directly unless something is used as an example, this is just features that could be incorporated upon a base game. Developers will obtain whatever licenses they can and I don't see this as a thing to extensively cover. An example is that we would all love to see Toyota, but obtaining their license recently has been difficult for many companies. One thing that I can't speak of as I have no personal use, is steering wheels. I'd like to hear some feedback on how to create the optimal steering wheel experience in a racing game.
Physics: Driving physics control the entire driving experience of a racing game so these are ultimately the most important thing to get correct. There have been many games that have gotten so many things right with a mediocre or worse physics system that detracted from the experience so much that the legacy of the games it applies to are tarnished regardless of how many other things are done well, with TDU2 is a great example. Ideally, they would be on par with FH4. Some extent of arcade physics would be nice, but not to the extent of some of the Ghost produced NFS games to where there is some oddly conflicting attempt of two physics systems fighting each other to determine if you are attempting to drift or grip. There would be a difference in the feeling of drivetrains and the AWD wouldn't be dominant over RWD in paved road scenarios, tuning and efficient driving could make RWD better due to the car being lighter.
Controller mappings/settings: I will continue to reiterate the ability to customize things to the user's liking should be the biggest priority in many categories. The ability to enable and disable vibration in the handles and triggers individually would be nice. It's good to have the choice setting of linearity and inner and outer dead zones. I will be using an Xbox controller for my ideal pre mapped settings. I think FH4 has the best control scheme, but could still use some improvement (and features). To maximize the inputs available, the photo mode should be accessed through the start/pause menu, rather than having them mapped to buttons that could be useful for other functions. The standard LT brake, RT accelerate, LS steering and RS camera (with the click of it being a 180 degree look back) are a very simple base scheme. LB to use the clutch, X and B should be downshift and upshift respectable, RB for the handbrake, A for nitrous, Y for rewind, LS click for the horn, the "select" button would be for interact/map when there's nothing to interact with, left d-pad would function the same way GTA5's would regarding the radio (including holding it + RS to select a specific station), down d-pad would function as FH4 does, where you can choose telemetry or a gps assistant, up d-pad could enlarge and extend the mini-map to give an idea of what is ahead. right d pad could pull up a list of mini functions, such as blinkers, headlights, windows, convertible roof, neon lighting, engine off, hydraulics, air bags, cruise control, etc.
Map/Environment: The map can be a real place or a fictional place. Being able to visit a real place from the comfort of your home is nice, but visiting a fantasy land with no creative restrictions would be nice. Some really cool things that were imagined could happen because there is no need to resemble a real place. Day/night cycle with a weather cycle depending on which part of the map you are on, where snow can be on top of mountains. The map needs to be large, no smaller than FH4, ideally larger than the individual TDU2 maps with little to no exploration restrictions. I'd like to see a couple very long straightaways or near straightaways to allow cars to top out on speed. This could be combined with a highway loop system that can wrap around a large portion of the map. Beaches, bumpy terrain areas for intense offroading and of course tunnels for the sound of engines roaring through and echoing. A moderately large mountain would be cool for a hill climb and maybe somewhere to descend from the mountain with multiple consecutive hairpins from the mountain would be nice for drifting. I’d love for the map to have spots to evoke nostalgia for many of us that have played many racing games throughout the year, with an example being when I played TC1 for the first time and I was in LA, it brought back fond memories of MCLA. Even some areas do not have to be specific, but some areas on TC2 reminded me of the speed challenges on NFSPS. Having a/a few tuning shops across the map would be really cool, along with a few NPC cars completely RNG based on model and visual customization so that every time you visit the tuners, you see something new so the tuner feels less stale over time. Barn finds/TDU2 style wrecks. Having racing tracks incorporated into the map that are accessible while in free roam and used for races would be cool, like TC1/TC2, especially an oval track with an optional infield layout. Having a parking garage or two would be nice as you can do many things with them. I liked how there was one incorporated in MCLA and NMFSMW(2012) provided a good experience while in them. We should have a GTA5 style 48 minute irl day/night cycle with about 10 hours in game (20 minutes irl) of nighttime and 14 hours in game (28 minutes irl) of daytime to provide a balance most would find enjoyable. While viewing the full sized map in the menu, we should be able to zoom out a lot or zoom in to nearly street view, like TC2. Roads need to have believable lane width, unlike how the lanes have become wider and wider every FH installment. We should have some back roads that are very slim and have room to accommodate one car width covering both directions. Gas/petrol stations are nice to see as that is something that some games don't include enough. The planes flying in TC2 add to the immersiveness. Having an airport with a long airstrip is something that is seen as important. It was a place for people to frequently congregate in GTA4/FH2 and the lack of a nice, unobstructed airstrip in FH4 is seen as something that's a letdown. Real life traffic cars with several color options each to increase immersiveness, also cars represent surroundings (taxis in the city, utility vehicles in a rural area, etc). Having pedestrians on foot can also add into the immersive feeling, including them reacting to your presence by having dialogue and running away if you're being reckless. Some places will be in various stages of construction (similar to GTA) and over the course of updates they'll come further along and finish construction and some will become interactive spaces. Some places will also become the sights of demolition.
Camera settings: Getting the right view and feel for cameras is important to giving you the most comfortable experience to get the feel for where your car is at and focus on surroundings in the way that is desired. Importantly, having bumper, hood, cockpit (with and without steering wheel) and chase cameras is a great start. There should also be an "action" camera with additional sense of speed, sensitivity towards turns, etc. Although this isn't a racing game, Rocket League inspired me to take a deeper dive into the thoughts of camera perspectives. Adjusting RL camera settings can assist your ability to be aware of surroundings and I'm sure the same would apply to actual racing games. Settings for RL that would be nice to apply to racing games would be the ability to turn on or off camera shake upon collisions, the FOV, distance of the camera away from the car (and distance gain relative to speed, if desired), camera height in relativity to the vehicle (could be important with SUVs/trucks) and angle at which the camera points towards the ground/sky. I'd like to see settings to turn vignetting and motion blur from a 0-100% scale. This effect is often used to create a sense of speed, but is often found to be disruptive towards viewing surroundings and braking zones. As I feel this would pertain to the player's perception/camera adjustment, I think the cockpit views should contain an adjustable seat, such as TDU1. Keeping something like the drift camera for cockpit views, along with the settings they have related to it in FH4 would be nice.
User interface/HUD: I think being consistent to many other racing games would be good in many ways. Ideally, the ability to adjust which corner things are in would be the best, but if the customization wasn't an option, this is how I think it should be. Having the speedometetachometeodometer in the bottom right would be nice, along with the ability to display it in an analog or digital format, such as FH4. The map should be on the bottom left and should have two levels of details for options; one being a minimalist design with no border that gradually fades out (similar to Grid Autosport's track layout minimap, mixed with the off road icon detail of FH4). The second map option should be similar to a mixture of NFS Heat and TDU1 in terms of borders on the mini-map and detail to show side roads/terrains. The ability to adjust the map rotating or not would be nice. We should also be able to see our recent driving path in a thin line on the map, such as TDU2. The race position should be in the top right and all other race details (total time in race and sprint race % or lap count, best and previous lap) should be in the top left. Another thing that could add into the immersion would be changing the opacity of the HUD, from 0-100% so you could make it mostly transparent, but visible enough to be useful if that is what is desired. Having an odometer built into the HUD would be nice as well. Games such as TC2 have the speedometer and mini-map flipped from the standard positions and it is a minor grievance. The speedometers in non-cockpit views should be able to resemble the car's actual speedometer as seen in TDU and NFS Shift. We should be able to filter the map well when in that menu, similar to FH4.
Event Types: Blueprints (FH3), random events where you can taxi or tail someone (TDU2), Drag races with proper street light, track light or an NPC human signaling in the middle of the road making the countdown (also with burnouts like NFSPS), score based drift racing, sprint races, circuit races, speed trap races (NFSMW), pink slip and money wager races (MCLA), unordered races (MC3), rivals (FH3/4), true street races and official sanctioned races (FH3/4 and NFSH) and end the game with a goliath type of race (FH3/4). Off road racing in the form of sprints and circuits would be nice. Bringing over speed traps, speed zones, drift zones and danger signs/long jumps from FH4/NFSH would be nice. Removing the potential disruption of traffic would be nice by ghosting vehicles in these situations, as FH4 has done. A route creator along the lines of MCLA/FH4 would be nice with the ability to add/remove some objects like barriers and ramps. The TDU2 style limited time events would be cool. Maybe a certain event would be worth double money or level progression. Some of the limited time races would utilize the places being constructed and demolished.
Online Play: Free roam such as TC2/FH4 in terms of grouping with friends is ideal, but have the option to have private lobbies (up to as many players as the developers can make work) and the ability to search for public free roam lobbies based on preferences of drifting, car meets, cruising, etc. Free roamers should be able to disable or enable collisions with random players not in their group. Lacking the collisions removes some of the immersiveness and the ghosted appearance ruins things such as drifting tandems and trains with random players. Something similar to Forzathon from FH4 could help players unite and group together and optionally have something to do in the lobby every hour. Ranked and unranked playlist organization like FH4, but make completely separate on and off road playlists for online along with a voting system for the class of racing and location. Online race collision penalties and ghosting similar to FH4. Free roam quick 1v1 wager races against other players in cruises. We should have the option to play through the campaign in a cooperative fashion, similar to FH4/TC2. Cross play would be nice to implement.
Driving Features: Race Driver Grid style rewinds as they're probably the smoothest working rewinds compared to the segmented rewind system in other racing titles. TC2 back on track compared to FH4 weird reset, FRIM (TDU2)/skill chain (FH1-4) in freemode to reward in small XP/money. The ability to enable settings on a 0-100% slider would be nice as well as a detailed damage model. The ability to render in more tire smoke than other games would be nice. I'm aware it requires a lot of system resources, but I would like to see how far it could be pushed on next generation consoles/and always-improving top of the line PCs. Using the car with manual transmission would allow us to put the car in neutral. Some vehicles with visible engines/engine components have a noticeable shake while idle, so seeing that would be nice. Being able to enable/disable fuel management (both for cruising/racing) would be nice, along with gas/petrol stations to refill the fuel and nitrous (just a drive-thru required). Slipstreaming other cars will make your car faster, not give nitrous like NFS. Nitrous should slowly regenerate like NFSMW2005, where there is also a slight delay for it to begin regenerating again, unlike TC2 where it begins regenerating immediately. Difficulty settings to lower driving assistance, if desired. Wipers operating along with rain buildup would clearly add some realism. Reversing your car would add a backup camera in place of the infotainment system displaying the map until you've left the reverse gear. While driving in the cockpit, the wheel needs to be given a 900ish degree rotation from lock to lock to add into the realistic feeling of being in a car.
Non-Driving Features: Players should be able to enter their homes similar to GTA5 and TDU2 and they should be able to have a vast array of customization for their house and a trophy room, which can be earned from high tier sanctioned races/tournaments (inspired by NFL 2K5/Auto Modellista), photos taken in game can be framed and displayed around the house (TDU2) and multiple garages and garage types like TDU/GTA along with the ability to interact with and move cars around different garages and spaces within the garages. The ability to test drive any car at any level of progression and visit themed new dealerships and used dealerships would be cool (TDU/TC). Character customization would be nice to control the appearance of your character, such as a plastic surgeon and clothing stores. The ability to control blinkers, headlights, windows, convertible tops/sunroofs, neon lighting, turning the engine off, operating hydraulics and adjusting air bags. Having a large variety of standard and gimmick horns. Using horns to control police lights to flash rapidly upon the horn being pressed, along with the siren remaining operating upon letting go of the horn. The internal navigation/infotainment screens of cars show the in game map/gps (TDU2). We could see the drone from FH4 return as it’s a good way to view tricky areas and get a live view of other players without obstructing them. Wheelspins (FH4) exist, but guarantee car or money and have the potential of earning clothes as a side bonus. We could maybe have a casino (similar to TDU2/GTA5) with various attractions, such as slots, a daily wheelspin for a rotating car weekly, the ability to bet on real life PvP races that the large room would randomly put you into spectate and other casino based activities. Our character shouldn't be mute throughout the story, we should be given a few voice choices for a little more personality for our character (similar to how Saints Row operates its voices). Car clubs would be cool, similar to FH3, along with leaderboards based on the clubs. Oil changes at the performance shops and car washes would be nice. Garages/dealerships and tuning shops will have various ambient noises (hydraulic lifts, airsaws, torches, metal slamming, etc.) and subtle music.
Photo mode: This deserves its own category and also can help a company market the game by users sharing their photos if the mode allows such great photos people will be prone to sharing them. We should have a filtetime of day/weather system like TC2. The focusing and motion blur of FH4 is well executed. We should be able to zoom in and out (adjust focal length) without it altering our field of view. We should be able to apply different lens effects, such as fisheye, rectilinear, etc. The camera should have the ability to position freely, in terms of raise, lower, tilt, rotate, etc. The maximum height for the camera needs to be much higher than FH4. The camera should have the potential to be on a gimbal, so it can remain even while a car is going up and down a hill to emphasize how drastic the ascent or descent is. All these features on top of standard stuff such as exposure, saturation, etc. Also, the live rewind and fast forward again option in TC2 is amazing. It’s easy to miss that perfect single frame shot on other games, but the ability to do that solves it.
Soundtrack: It needs to be eclectic with hip-hop, rock and electronic (maybe 2 of each) like modern and classic hip-hop and rock and electronic can be split between chill and hype. Maybe we can get pop, country and classical stations? Have a mix of some lesser known songs and also some billboard topping hits. Don't have stations where many of their songs sound very similar. Something great that could be added could be Spotify integration if any company can figure it out/contract Spotify. Groove integration was a good idea on FH, but Groove wasn't successful. Having the ability to fully mute all music sounds would also be nice (unlike FH4).
Vehicles: As I said, I will not be going over brands, but I would like to see a variety of entry level cars, sports cars, super cars, hyper cars and full on race cars. Concept cars would be great, as they are seen in limited fashion on most open world titles. I'd like trucks and SUVs as well for off roading and to maintain a wide variety of vehicles on par with FH4. I’d also like to see a vehicle categorization similar to FH4 (i.e. Hypercars, classic muscle, etc.). While I'd like to see a variety of vehicle types, I'd still prefer to see quality over quantity. Each vehicle needs to be replicated well and many should have extensive customization. We should be able to favorite cars and also choose a random car (totally random or random from favorites for whatever vehicles are applicable to the given event or freeroam. We should be able to tag vehicles as designed for off-road, wet driving, drifting, drag, etc. These will just be two examples, but we should be able to provide donor cars to speciality shops and convert them into improved, rarer editions. Two conversions that I'll reference would be converting a Porsche Carrera GT into a Gemballa Mirage GT or a Mustang GT into a Saleen S302. A growing variety of vehicles over the course of time, similar to FH4 and TC2.
Visual Customization: No visual adjustments will relate to performance gains or losses (i.e. camber, wheel swaps/sizes, bodykits, etc.) other than you will need to equip some form of spoilewing to adjust rear downforce. We should be able to set wheels smaller than stock, as well as larger. Track width should be an option with multiple sliders (like NFS2015). We should be given manufacturer options for paint, wheels and interior choices, etc. (TDU2/TC2). We should be able to save paint colors (MCLA), instead of just having them in recents and eventually disappear (FH). We should be able to adjust trim as chrome, titanium, gold, black, etc. (MC3) The paint options of NFS Heat and MCLA would be nice, such as gloss, metallic flake with size options, carbon fiber varieties, chrome, matte, satin, fading from left to right as well as top to bottom and the ability to add multiple colors in a color shifting paint job (MC3), colored nitrous (MC3/NFSH), colored tire smoke (GTA5/NFSH) and backfire (NFSH), tire design (MCLA/NFSH), wide body kits (both from manufacturers and developer designed), bumpers, spoilers/wings, skirts, mirrors and fenders (non real life brands can autosculpt like NFSC). Neon colors designs and patterns (TC2/NFSH), hydraulics (MCLA) and airbags (MCLA/NFSH) Brake calipers should be able to be from brands (MCLA/NFSH) or painted (TC2). Interior parts such as steering wheels and seats (MCLA), along with materials, alcantara, suede, leather, plastic, carbon fiber, chrome, etc. (TC2). We should be able to chop the roofs of some vehicles (MC3). Cars have individual licence plates and can get multiple states/countries given they fit the spacing allocated on each vehicle for them (MCLA) Tinted headlight and taillight housings are great options along with light bulb temperatures. Although it isn’t the taste of many people, we should be able to do all kinds of unique styles, such as monster truck (or at least an extreme lift), donk, bosozoku and even NHRA style drag body modifications (with optional wheelie bar) for some of the vehicles you would see them on in real life, but modifications this drastic will impact performance and vehicle hit box/collision physics. Vinyls on widows should be a thing with the ability to make vinyls able to utilize different paint materials (NFSH). FH4 has the numerical system to mirror and scale things fairly well. I’d like to keep the placement system of FH4. Also, the FH4 marketplace to download tunes and designs is the best I've seen, so that can be duplicated. As this will blanket all of the above, some customization parts should be recommended by a popular magazine or website. MC3 did this with Dub and created a fantastic game with a lasting legacy and many of the style options were relevant when the game was released and for a while after. We should be able to adjust tire width and profile, similar to MCLA. The ability to paint engine bays and accent parts would be nice, similar to NFS UG2. Custom exhaust tips/mufflers would be something nice that many other games have incorporated.
Performance Customization and Tuning: PI system like Forza with classes (but actively tuned for balance), different turbos for rpm ranges/turbo lag, supercharger. We should have different tire compounds, even being able to set for front/rear separately. As mentioned earlier, a RWD car that is tuned well and driven well should have the potential to beat an AWD vehicle due to it being lighter. Keeping the tuning settings of what you can adjust would be ideal. We should have the ability to combine the live tuning of NFSH, but enhance it while at a test track (with an off road area in the middle) connected to the tuning shop. You can isolate many tuning options and slide them around while hot lapping. I’d like the ability to run fat rear drag tires, unlike FH4 where it’s just a tire compound.
Audio: This is something that will be very important to many, so great sounds like the noise of turbos on NFS2015 and raw engine noises of FH2 and other games held to a high standard will be important to nail. Exhaust tuning from NFSH was nice, but I would like to see a little more of a difference in the sound with this idea further improved. Getting the proper transmission noises can be useful for cars on top of just the engine noise. Tires skidding is nice noise to get correct for realism as well. Having nice ambient sounds will also be important for immersiveness, such as birds chirping, waves washing up on the beach, wind noises and great echo sounds for traveling through tunnels or densely surrounded areas, such as down a row of highrise buildings). Other than making a car sound how it sounds and making realistic sounds for the environment, there is not much more to be said. It's a moderately limited description, but still something that is pivotal.
Story/post launch content: I would like to see a sense of progression built up throughout the game by starting in a low end car as someone who freshly arrived in the are the map takes place in (MCLA), maybe the antagonist could be someone who scammed you in a previous city or dismissed your talent at the beginning of the game. For me, the outright story isn't too important, but can contribute to how much you will enjoy a racing game. Any DLC map expansion needs to be seamless and not require a separate load in, similar to Burnout Paradise Big Surf Island bridge or (MCLA South Central expansion) and unlike FH4 Fortune Island. The 1000 Club was a great thing that occurred on FH1 that would be nice to bring reason to use every car and for the 100%ers to have something else to chase. Police are something that hasn't been done extremely well in a racing only game in a very long time, in my opinion. I would ideally focus on everything else before attempting to add police in. If they were added in, something along the lines of NFSMW (2005) would be nice, but with higher stakes. We should have an end-game hero car, similar to the M3 GTR from NFSMW, but make it a car that isn't already iconic from another game, movie or real life racing, as people wouldn't think of the hero car associated to this hypothetical game, but related to whatever it was previously iconic in, as whatever work that went into making it that car would go to waste as people would want to overwrite that design. Alongside the hero car, we should also have a couple cars that are unique variations of pre-existing cars (Dub Edition cars of MCLA) for other special events (MCLA hard tournaments/FH3 street race bosses). The post-launch support needs to be good, unlike NFSH. Adding cars monthly would be a great start, along with any necessary QoL updates.
Sorry for any formatting or grammatical issues. I’d like to hear any additional features to add into racing games from the feedback of other people or changes that they would prefer. Also, if there are any ideas in here that others would like to emphasize. Any of this content is free for content creators to recycle if that is desired. I’d like to see some of these ideas be passed around and heard to developers on what could be improved upon. Many games have great ideas and I’d like to see them build off of each other’s greatness.
submitted by jxfl to The_Crew [link] [comments]

What a USL D1 league might look like

TL;DR: Man with too much time on his hands goes deep down the rabbit hole on a concept this sub already didn’t seem that enthusiastic about. If you really want to skip ahead, CTRL+F “verdict” and it’ll get you there.
Two days ago, u/MrPhillyj2wns made a post asking whether USL should launch a D1 league in order to compete in Concacaf. From the top voted replies, it appears this made a lot of people very angry and has been widely regarded as a bad move.
But I’ve been at home for eight weeks and I am terribly, terribly bored.
So, I present to you this overview of what the USL pyramid might look like if Jake Edwards got a head of steam and attempted to establish a USSF-sanctioned first division. This is by no means an endorsement of such a proposal or even a suggestion that USL SHOULD do such a thing. It is merely an examination of whether they COULD.
Welcome to the Thunderdome USL Premiership
First, there are some base-level assumptions we must make in this exercise, because it makes me feel more scientific and not like a guy who wrote this on Sunday while watching the Belarusian Premier League (Go BATE Borisov!).
  1. All D1 teams must comply with known USSF requirements for D1 leagues (more on that later).
  2. MLS, not liking this move, will immediately remove all directly-owned affiliate clubs from the USL structure (this does not include hybrid ownerships, like San Antonio FC – NYCFC). This removes all MLS2 teams but will not affect Colorado Springs, Reno, RGVFC and San Antonio.
  3. The USL will attempt to maintain both the USL Championship and USL League One, with an eventual mind toward creating the pro/rel paradise that is promised in Relegations 3:16.
  4. All of my research regarding facility size and ownership net worth is correct – this is probably the biggest leap of faith we have to make, since googling “NAME net worth” and “CITY richest people” doesn’t seem guaranteed to return accurate results.
  5. The most a club can increase its available seating capacity to meet D1 requirements in a current stadium is no more than 1,500 seats (10% of the required 15,000). If they need to add more, they’ll need a new facility.
  6. Let’s pretend that people are VERY willing to sell. It’s commonly acknowledged that the USL is a more financially feasible route to owning a soccer club than in MLS (c.f. MLS-Charlotte’s reported $325 million expansion fee) and the USSF has some very strict requirements for D1 sanctioning. It becomes pretty apparent when googling a lot of team’s owners that this requirement isn’t met, so let’s assume everyone that can’t sells to people who meet the requirements.
(Known) USSF D1 league requirements:
- League must have 12 teams to apply and 14 teams by year three
- Majority owner must have a net worth of $40 million, and the ownership group must have a total net worth of $70 million. The value of an owned stadium is not considered when calculating this value.
- Must have teams located in the Eastern, Central and Pacific time zones
- 75% of league’s teams must be based in markets with at a metro population of at least 1 million people.
- All league stadiums must have a capacity of at least 15,000
The ideal club candidate for the USL Premiership will meet the population and capacity requirements in its current ground, which will have a grass playing surface. Of the USL Championship’s 27 independent/hybrid affiliate clubs, I did not find one club that meets all these criteria as they currently stand.
Regarding turf fields, the USSF does not have a formal policy regarding the ideal playing surface but it is generally acknowledged that grass is superior to turf. 6 of 26 MLS stadiums utilize turf, or roughly 23% of stadiums. We’ll hold a similar restriction for our top flight, so 2-3 of our top flight clubs can have turf fields. Seem fair?
Capacity is going to be the biggest issue, since the disparity between current requirements for the second-tier (5,000) and the first tier (15,000) is a pretty massive gap. Nice club you have there, triple your capacity and you’re onto something. As a result, I have taken the liberty of relocating certain (read: nearly all) clubs to new grounds, trying my utmost to keep those clubs in their current markets and –importantly--, ensure they play on grass surfaces.
So, let’s do a case-by-case evaluation and see if we can put together 12-14 teams that meet the potential requirements, because what else do you have to do?
For each club’s breakdown, anything that represents a chance from what is currently true will be underlined.
Candidate: Birmingham Legion FC
Location (Metro population): Birmingham, Ala. (1,151,801)
Time zone: Central
Stadium (playing surface, capacity): Legion Field (FieldTurf, 71,594)
Potential owner: Stephens Family (reported net worth $4 billion)
Notes: Birmingham has a pretty strong candidacy. Having ditched the 5,000-seater BBVA Field for Legion Field, which sits 2.4 miles away, they’ve tapped into the city’s soccer history. Legion Field hosted portions of both the men’s and women’s tournaments at the 1996 Olympics, including a 3-1 U.S. loss to Argentina that saw 83,183 pack the house. The Harbert family seemed like strong ownership contenders, but since the death of matriarch Marguerite Harbert in 2015, it’s unclear where the wealth in the family is concentrated, so the Stephens seem like a better candidate. The only real knock that I can think of is that we really want to avoid having clubs play on turf, so I’d say they’re on the bubble of our platonic ideal USL Prem.
Candidate: Charleston Battery
Location (Metro population): Charleston, S.C. (713,000)
Time zone: Eastern
Stadium (playing surface, capacity): Johnson Hagood Stadium (Grass, ~14,700)
Potential owner: Anita Zucker (reported net worth $3 billion)
Notes: Charleston’s candidacy isn’t looking great. Already disadvantaged due to its undersized metro population, a move across the Cooper River to Johnson Hagood Stadium is cutting it close in terms of capacity. The stadium, home to The Citadel’s football team, used to seat 21,000, before 9,300 seats on the eastern grandstand were torn down in 2017 to deal with lead paint that had been used in their construction. Renovation plans include adding 3,000 seats back in, which could hit 15,000 if they bumped it to 3,300, but throw in a required sale by HCFC, LLC (led by content-creation platform founder Rob Salvatore) to chemical magnate Anita Zucker, and you’ll see there’s a lot of ifs and ands in this proposal.
Candidate: Charlotte Independence
Location (Metro population): Charlotte, N.C. (2,569, 213)
Time zone: Eastern
Stadium (playing surface, capacity): Jerry Richardson Stadium (Turf, 15,314)
Potential owner: James Goodnight (reported net worth $9.1 billion)
Notes: Charlotte ticks a lot of the boxes. A move from the Sportsplex at Matthews to UNC-Charlotte’s Jerry Richardson stadium meets capacity requirements, but puts them on to the dreaded turf. Regrettably, nearby American Legion Memorial Stadium only seats 10,500, despite a grass playing surface. With a sizeable metro population (sixth-largest in the USL Championship) and a possible owner in software billionaire James Goodnight, you’ve got some options here. The biggest problem likely lies in direct competition for market share against a much better-funded MLS Charlotte side due to join the league in 2021.
Candidate: Hartford Athletic
Location (Metro population): Hartford, Conn. (1,214,295)
Time zone: Eastern
Stadium (playing surface, capacity): Pratt & Whitney Stadium (Grass, 38,066)
Potential owner: Ray Dalio (reported net worth $18.4 billion)
Notes: Okay, I cheated a bit here, having to relocate Hartford to Pratt & Whitney Stadium, which is technically in East Hartford, Conn. I don’t know enough about the area to know if there’s some kind of massive beef between the two cities, but the club has history there, having played seven games in 2019 while Dillon Stadium underwent renovations. If the group of local businessmen that currently own the club manage to attract Dalio to the table, we’re on to something.
Candidate: Indy Eleven
Location (Metro population): Indianapolis, Ind. (2,048,703)
Time zone: Eastern
Stadium (playing surface, capacity): Lucas Oil Stadium (Turf, 62,421)
Potential owner: Jim Irsay (reported net worth of $3 billion)
Notes: Indy Eleven are a club that are SO CLOSE to being an ideal candidate – if it weren’t for Lucas Oil Stadium’s turf playing surface. Still, there’s a lot to like in this bid. I’m not going to lie, I have no idea what current owner and founder Ersal Ozdemir is worth, but it seems like there might be cause for concern. A sale to Irsay, who also owns the NFL Indianapolis (nee Baltimore) Colts, seems likely to keep the franchise there, rather than make a half-mile move to 14,230 capacity Victory Field where the AAA Indianapolis Indians play and expand from there.
Candidate: Louisville City FC
Location (Metro population): Louisville, Ky. (1,297,310)
Time zone: Eastern
Stadium (playing surface, capacity): Lynn Family Stadium (Grass, 14,000, possibly expandable to 20,000)
Potential owner: Wayne Hughes (reported net worth $2.8 billion)
Notes: I’m stretching things a bit here. Lynn Family stadium is currently listed as having 11,700 capacity that’s expandable to 14,000, but they’ve said that the ground could hold as many as 20,000 with additional construction, which might be enough to grant them a temporary waiver from USSF. If the stadium is a no-go, then there’s always Cardinal Stadium, home to the University of Louisville’s football team, which seats 65,000 but is turf. Either way, it seems like a sale to someone like Public Storage founder Wayne Hughes will be necessary to ensure the club has enough capital.
Candidate: Memphis 901 FC
Location (Metro population): Memphis, Tenn. (1,348,260)
Time zone: Central
Stadium (playing surface, capacity): Liberty Bowl Stadium (Turf, 58,325)
Potential owner: Fred Smith (reported net worth $3 billion)
Notes: Unfortunately for Memphis, AutoZone Park’s 10,000 seats won’t cut it at the D1 level. With its urban location, it would likely prove tough to renovate, as well. Liberty Bowl Stadium more than meets the need, but will involve the use of the dreaded turf. As far as an owner goes, FedEx founder Fred Smith seems like a good local option.
Candidate: Miami FC, “The”
Location (Metro population): Miami, Fla. (6,158,824)
Time zone: Eastern
Stadium (playing surface, capacity): Riccardo Silva Stadium (FieldTurf, 20,000)
Potential owner: Riccardo Silva (reported net worth $1 billion)
Notes: Well, well, well, Silva might get his wish for top-flight soccer, after all. He’s got the money, he’s got the metro, and his ground has the capacity. There is the nagging issue of the turf, though. Hard Rock Stadium might present a solution, including a capacity of 64,767 and a grass playing surface. It is worth noting, however, that this is the first profile where I didn’t have to find a new potential owner for a club.
Candidate: North Carolina FC
Location (Metro population): Durham, N.C. (1,214,516 in The Triangle)
Time zone: Eastern
Stadium (playing surface, capacity): Carter-Finley Stadium (Grass/Turf, 57,583)
Potential owner: Steve Malik (precise net worth unknown) / Dennis Gillings (reported net worth of $1.7 billion)
Notes: We have our first “relocation” in North Carolina FC, who were forced to trade Cary’s 10,000-seat WakeMed Soccer Park for Carter-Finley Stadium in Durham, home of the NC State Wolfpack and 57,583 of their closest friends. The move is a whopping 3.1 miles, thanks to the close-knit hub that exists between Cary, Durham and Raleigh. Carter-Finley might be my favorite of the stadium moves in this exercise. The field is grass, but the sidelines are artificial turf. Weird, right? Either way, it was good enough for Juventus to play a friendly against Chivas de Guadalajara there in 2011. Maybe the move would be pushed for by new owner and medical magnate Dennis Gillings, whose British roots might inspire him to get involved in the Beautiful Game. Straight up, though, I couldn’t find a net worth for current owner Steve Malik, though he did sell his company MedFusion for $91 million in 2010, then bought it back for an undisclosed amount and sold it again for $43 million last November. I don’t know if Malik has the juice to meet D1 requirements, but I suspect he’s close.
Candidate: Pittsburgh Riverhounds SC
Location (Metro population): Pittsburgh, Penn. (2,362,453)
Time zone: Eastern
Stadium (playing surface, capacity): Heinz Field (Grass, 64,450)
Potential owner: Henry Hillman (reported net worth $2.5 billion)
Notes: I don’t know a ton about the Riverhounds, but this move in particular feels like depriving a pretty blue-collar club from its roots. Highmark Stadium is a no-go from a seating perspective, but the Steelers’ home stadium at Heinz Field would more than meet the requirements and have a grass surface that was large enough to be sanctioned for a FIFA friendly between the U.S. WNT and Costa Rica in 2015. As for an owner, Tuffy Shallenberger (first ballot owner name HOF) doesn’t seem to fit the USSF bill, but legendary Pittsburgh industrialist Henry Hillman might. I’m sure you’re asking, why not the Rooney Family, if they’ll play at Heinz Field? I’ll tell you: I honestly can’t seem to pin down a value for the family. The Steelers are valued at a little over a billion and rumors persist that Dan Rooney is worth $500 million, but I’m not sure. I guess the Rooneys would work too, but it’s a definite departure from an owner in Shallenberger who was described by one journalist as a guy who “wears boots, jeans, a sweater and a trucker hat.”
Candidate: Saint Louis FC
Location (Metro population): St. Louis, Mo. (2,807,338)
Time zone: Central
Stadium (playing surface, capacity): Busch Stadium (Grass, 45,494)
Potential owner: William DeWitt Jr. (reported net worth $4 billion)
Notes: Saint Louis has some weirdness in making the jump to D1. Current CEO Jim Kavanaugh is an owner of the MLS side that will begin play in 2022. The club’s current ground at West Community Stadium isn’t big enough, but perhaps a timely sale to Cardinals owner William DeWitt Jr. could see the club playing games at Busch Stadium, which has a well established history of hosting other sports like hockey, college football and soccer (most recently a U.S. WNT friendly against New Zealand in 2019). The competition with another MLS franchise wouldn’t be ideal, like Charlotte, but with a big enough population and cross marketing from the Cardinals, maybe there’s a winner here. Wacko idea: If Busch doesn’t pan out, send them to The Dome. Sure, it’s a 60k turf closed-in stadium, but we can go for that retro NASL feel and pay homage to our nation’s soccer history.
Candidate: Tampa Bay Rowdies
Location (Metro population): Tampa, Fla. (3,068,511)
Time zone: Eastern
Stadium (playing surface, capacity): Raymond James Stadium (Grass, 65,518)
Potential owner: Edward DeBartolo Jr. (reported net worth $3 billion)
Notes: This one makes me sad. Despite having never been there, I see Al Lang Stadium as an iconic part of the Rowdies experience. Current owner Bill Edwards proposed an expansion to 18,000 seats in 2016, but the move seems to have stalled out. Frustrated with the city’s lack of action, Edwards sells to one-time San Francisco 49ers owner Edward DeBartolo Jr., who uses his old NFL connections to secure a cushy lease at the home of the Buccaneers in Ray Jay, the site of a 3-1 thrashing of Antigua and Barbuda during the United States’ 2014 World Cup Qualifying campaign.
Breather. Hey, we finished the Eastern Conference teams. Why are you still reading this? Why am I still writing it? Time is a meaningless construct in 2020 my friends, we are adrift in the void, fueled only by brief flashes of what once was and what may yet still be.
Candidate: Austin Bold FC
Location (Metro population): Austin, Texas (2,168,316)
Time zone: Central
Stadium (playing surface, capacity): Darrel K Royal – Texas Memorial Stadium (FieldTurf, 95,594)
Potential owner: Michael Dell (reported net worth of $32.3 billion)
Notes: Anthony Precourt’s Austin FC has some unexpected competition and it comes in the form of tech magnate Michael Dell. Dell, were he to buy the club, would be one of the richest owners on our list and could flash his cash in the new first division. Would he have enough to convince Darrel K Royal – Texas Memorial Stadium (I’m not kidding, that’s its actual name) to go back to a grass surface, like it did from ’96-’08? That’s between Dell and nearly 100,000 UT football fans, but everything can be had for the right price.
Candidate: Colorado Springs Switchbacks FC
Location (Metro population): Colorado Springs, Colo. (738,939)
Time zone: Mountain
Stadium (playing surface, capacity): Falcon Stadium (FieldTurf, 46,692)
Potential owner: Charles Ergen (reported net worth $10.8 billion)
Notes: Welcome to Colorado Springs. We have hurdles. For the first time in 12 candidates, we’re back below the desired 1 million metro population mark. Colorado Springs actually plans to build a $35 million, 8,000 seat venue downtown that will be perfect for soccer, but in our timeline that’s 7,000 seats short. Enter Falcon Stadium, home of the Air Force Academy Falcons football team. Seems perfect except for the turf, right? Well, the tricky thing is that Falcon Stadium is technically on an active military base and is (I believe) government property. Challenges to getting in and out of the ground aside, the military tends to have a pretty grim view of government property being used by for-profit enterprises. Maybe Charles Ergen, founder and chairman of Dish Network, would be able to grease the right wheels, but you can go ahead and throw this into the “doubtful” category. It’s a shame, too. 6,035 feet of elevation is one hell of a home-field advantage.
Candidate: El Paso Locomotive FC
Location: El Paso, Texas
Time zone: Mountain
Stadium (playing surface, capacity): Sun Bowl (FieldTurf, 51,500)
Potential owner: Paul Foster (reported net worth $1.7 billion)
Notes: God bless Texas. When compiling this list, I found so many of the theoretical stadium replacements were nearly serviceable by high school football fields. That’s insane, right? Anyway, Locomotive don’t have to settle for one of those, they’ve got the Sun Bowl, which had its capacity reduced in 2001 to a paltry 51,500 (from 52,000) specifically to accommodate soccer. Sure, it’s a turf surface, but what does new owner Paul Foster (who is only the 1,477th wealthiest man in the world, per Forbes) care, he’s got a team in a top league. Side note: Did you know that the Sun Bowl college football game is officially, through sponsorship, the Tony the Tiger Sun Bowl? Why is it not the Frosted Flakes Sun Bowl? Why is the cereal mascot the promotional name of the football game? What are you doing, Kellogg’s?
Candidate: Las Vegas Lights FC
Location: Las Vegas, Nev. (2,227,053)
Time zone: Pacific
Stadium (playing surface, capacity): Allegiant Stadium (Grass, 61,000)
Potential owner: Sheldon Adelson (reported net worth $37.7 billion)
Notes: Sin City. You had to know that the club that once signed Freddy Adu because “why not” was going to go all out in our flashy hypothetical proposal. Thanks to my narrative control of this whole thing, they have. Adelson is the second-richest owner in the league and has decided to do everything first class. That includes using the new Raiders stadium in nearby unincorporated Paradise, Nevada, and spending boatloads on high profile transfers. Zlatan is coming back to the U.S., confirmed.
Candidate: New Mexico United
Location: Albuquerque, N.M.
Time zone: Mountain
Stadium (playing surface, capacity): Isotopes Park – officially Rio Grande Credit Union Field at Isotopes Park (Grass, 13,500 – 15,000 with expansion)
Potential owner: Maloof Family (reported net worth $1 billion)
Notes: New Mexico from its inception went deep on the community vibe, and I’ve tried to replicate that in this bid. The home field of Rio Grande Cr---I’m not typing out the whole thing—Isotopes Park falls just within the expansion rules we set to make it to 15,000 (weird, right?) and they’ve found a great local ownership group in the Lebanese-American Maloof (formerly Maalouf) family from Las Vegas. The only thing to worry about would be the metro population, but overall, this could be one of the gems of USL Prem.
Candidate: Oklahoma City Energy FC
Location: Oklahoma City, Okla. (1,396,445)
Time zone: Central
Stadium (playing surface, capacity): Chickasaw Bricktown Ballpark (Grass, 13,066)
Potential owner: Harold Hamm (reported net worth $14.2 billion)
Notes: There’s a bright golden haze on the meadow and it says it’s time to change stadiums and owners to make it to D1. A sale to oil magnate Harold Hamm would give the club the finances it needs, but Chickasaw Bricktown Ballpark (home of the OKC Dodgers) actually falls outside of the boundary of what would meet capacity if 1,500 seats were added. Could the club pull off a move to Gaylord Family Oklahoma Memorial Stadium in Norman, Oklahoma – home of the Oklahoma Sooners? Maybe, but at 20 miles, this would be a reach.
Candidate: Orange County SC
Location: Irvine, Calif. (3,176, 000 in Orange County)
Time zone: Pacific
Stadium (playing surface, capacity): Angels Stadium of Anaheim (Grass, 43,250)
Potential owner: Arte Moreno (reported net worth $3.3 billion)
Notes: You’ll never convince me that Rangers didn’t choose to partner with Orange County based primarily on its name. Either way, a sale to MLB Angels owner Arte Moreno produces a fruitful partnership, with the owner choosing to play his newest club out of the existing Angels stadium in OC. Another baseball conversion, sure, but with a metro population of over 3 million and the closest thing this hypothetical league has to an LA market, who’s complaining?
Candidate: Phoenix Rising FC
Location: Phoenix, Ariz. (4,857,962)
Time zone: Arizona
Stadium (playing surface, capacity): State Farm Stadium (Grass, 63,400)
Potential owner: Ernest Garcia II (reported net worth $5.7 billion)
Notes: We’re keeping it local with new owner and used car guru Ernest Garcia II. His dad owned a liquor store and he dropped out of college, which is making me feel amazing about my life choices right now. Casino Arizona Field is great, but State Farm Stadium is a grass surface that hosted the 2019 Gold Cup semifinal, so it’s a clear winner. Throw in Phoenix’s massive metro population and this one looks like a lock.
Candidate: Reno 1868 FC
Location: Reno, Nev. (425,417)
Time zone: Pacific
Stadium (playing surface, capacity): Mackay Stadium (FieldTurf, 30,000)
Potential owner: Nancy Walton Laurie (reported net worth $7.1 billion)
Notes: The Biggest Little City on Earth has some serious barriers to overcome, thanks to its low metro population. A sale to Walmart heiress Nancy Walton Laurie and 1.6 mile-move to Mackay Stadium to split space with the University of Nevada, Reno makes this bid competitive, but the turf surface is another knock against it.
Candidate: Rio Grande Valley FC
Location: Edinburg, Texas (900,304)
Time zone: Central
Stadium (playing surface, capacity): McAllen Memorial Stadium (FieldTurf, 13,500 – 15,000 with expansion)
Potential owner: Alice Louise Walton (reported net worth $45 billion)
Notes: Yes, I have a second straight Walmart heiress on the list. She was the first thing that popped up when I googled “McAllen Texas richest people.” The family rivalry has spurred Walton to buy a club as well, moving them 10 miles to McAllen Memorial Stadium which, as I alluded to earlier, is a straight up high school football stadium with a full color scoreboard. Toss in an additional 1,500 seats and you’ve met the minimum, despite the turf playing surface.
Candidate: San Antonio FC
Location: San Antonio, Texas (2,550,960)
Time zone: Central
Stadium (playing surface, capacity): Alamodome (FieldTurf, 64,000)
Potential owner: Red McCombs (reported net worth $1.6 billion)
Notes: I wanted to keep SAFC in the Spurs family, since the franchise is valued at $1.8 billion. That said, I didn’t let the Rooneys own the Riverhounds based on the Steelers’ value and it felt wrong to change the rules, so bring on Clear Channel co-founder Red McCombs. Toyota Field isn’t viable in the first division, but for the Alamodome, which was built in 1993 in hopes of attracting an NFL franchise (and never did), San Antonio can finally claim having *a* national football league team in its town (contingent on your definition of football). Now if only we could do something about that turf…
Candidate: San Diego Loyal SC
Location: San Diego, Calif. (3,317,749)
Time zone: Pacific
Stadium (playing surface, capacity): SDCCU Stadium (formerly Qualcomm) (Grass, 70,561)
Potential owner: Phil Mickelson (reported net worth $91 million)
Notes: Yes, golf’s Phil Mickelson. The existing ownership group didn’t seem to have the wherewithal to meet requirements, and Phil seemed to slot right in. As an athlete himself, he might be interesting in the new challenges of a top flight soccer team. Toss in a move to the former home of the chargers and you might have a basis for tremendous community support.
Candidate: FC Tulsa
Location: Tulsa, Okla. (991,561)
Time zone: Central
Stadium (playing surface, capacity): Skelly Field at H.A. Chapman Stadium (FieldTurf, 30,000)
Potential owner: George Kaiser ($10 billion)
Notes: I’m a fan of FC Tulsa’s rebrand, but if they want to make the first division, more changes are necessary. A sale to Tulsa native and one of the 100 richest men in the world George Kaiser means that funding is guaranteed. A move to Chapman Stadium would provide the necessary seats, despite the turf field. While the undersize population might be an issue at first glance, it’s hard to imagine U.S. Soccer not granting a waiver over a less than a 10k miss from the mark.
And that’s it! You made it. Those are all of the independent/hybrid affiliates in the USL Championship, which means that it’s time for our…
VERDICT: As an expert who has studied this issue for almost an entire day now, I am prepared to pronounce which USL Championships could be most ‘ready” for a jump to the USL Prem. A reminder that of the 27 clubs surveyed, 0 of them met our ideal criteria (proper ownership $, metro population, 15,000+ stadium with grass field).
Two of them, however, met almost all of those criteria: Indy Eleven and Miami FC. Those two clubs may use up two of our three available turf fields right from the outset, but the other factors they hit (particularly Silva’s ownership of Miami) makes them difficult, if not impossible to ignore for the top flight.
But who fill in the rest of the slots? Meet the entire 14-team USL Premier League:
Hartford Athletic
Indy Eleven
Louisville City FC
Miami FC
North Carolina FC
Pittsburgh Riverhounds SC
Tampa Bay Rowdies
Saint Louis FC
San Antonio FC
New Mexico United
Phoenix Rising FC
Las Vegas Lights FC
Orange County SC
San Diego Loyal SC
Now, I shall provide my expert rationale for each club’s inclusion/exclusion, which can be roughly broken down into four categories.
Firm “yes”
Hartford Athletic: It’s a good market size with a solid stadium. With a decent investor and good community support, you’ve got potential here.
Indy Eleven: The turf at Lucas Oil Stadium is no reason to turn down a 62,421 venue and a metro population of over 2 million.
Louisville City FC: Why doesn’t the 2017 & 2018 USL Cup champion deserve a crack at the top flight? They have the market size, and with a bit of expansion have the stadium at their own SSS. LCFC, you’re in.
Miami FC, “The”: Our other blue-chip recruit on the basis of ownership value, market size and stadium capacity. Yes, that field is turf, but how could you snub Silva’s chance to claim victory as the first division 1 club soccer team to play in Miami?
Pittsburgh Riverhounds SC: Pittsburgh sacrificed a lot to be here (according to my arbitrary calculations). Their market size and the potential boon of soccer at Heinz Field is an important inclusion to the league.
Saint Louis FC: Willie hears your “Busch League” jokes, Willie don’t care. A huge market size, combined with the absence of an NFL franchise creates opportunity. Competition with the MLS side, sure, but St. Louis has serious soccer history and we’re willing to bet it can support two clubs.
Tampa Bay Rowdies: With a huge population and a massive stadium waiting nearby, Tampa Bay seems like too good of an opportunity to pass up for the USL Prem.
Las Vegas Lights FC: Ostentatious, massive and well-financed, Las Vegas Lights FC is everything that the USL Premier League would need to assert that it didn’t intend to play second fiddle to MLS. Players will need to be kept on a short leash, but this is a hard market to pass up on.
Phoenix Rising FC: Huge population, big grass field available nearby and a solid history of success in recent years. No brainer.
San Diego Loyal SC: New club? Yes, massive population in a market that recently lost an absolutely huge sports presence? Also yes. This could be the USL Prem’s Seattle.
Cautious “yes”
New Mexico United: You have to take a chance on New Mexico United. The club set the league on fire with its social media presence and its weight in the community when it entered the league last season. The market may be slightly under USSF’s desired 1 million, but fervent support (and the ability to continue to use Isotopes Park) shouldn’t be discounted.
North Carolina FC: Carter-Finley’s mixed grass/turf surface is a barrier, to be sure, but the 57,000+ seats it offers (and being enough to offset other fully-turf offerings) is enough to put it in the black.
Orange County SC: It’s a top-tier club playing in a MLB stadium. I know it seems unlikely that USSF would approve something like that, but believe me when I say “it could happen.” Orange County is a massive market and California likely needs two clubs in the top flight.
San Antonio FC: Our third and only voluntary inclusion to the turf fields in the first division, we’re counting on San Antonio’s size and massive potential stadium to see it through.
Cautious “no”
Birmingham Legion FC: The town has solid soccer history and a huge potential venue, but the turf playing surface puts it on the outside looking in.
Memphis 901 FC: Like Birmingham, not much to dislike here outside of the turf playing surface at the larger playing venue.
Austin Bold FC: See the other two above.
FC Tulsa: Everything’s just a little bit off with this one. Market’s slightly too small, stadium has turf. Just not enough to put it over the top.
Firm “no”
Charleston Battery: Small metro and a small potential new stadium? It’s tough to say yes to the risk.
Charlotte Independence: A small new stadium and the possibility of having to compete with an organization that just paid over $300 million to join MLS means it’s best for this club to remain in the USL Championship.
Colorado Springs Switchbacks FC: When a club’s best chance to meet a capacity requirement is to host games at a venue controlled by the military, that doesn’t speak well to a club’s chances.
El Paso Locomotive FC: An undersized market and a turf field that meets capacity requirements is the death knell for this one.
Oklahoma City Energy FC: Having to expand a baseball field to meet requirements is a bad start. Having to potentially play 20 miles away from your main market is even worse.
Reno 1868 FC: Population nearly a half-million short of the federation’s requirements AND a turf field at the hypothetical new stadium makes impossible to say yes to this bid.
Rio Grande Valley FC: All the seat expansions in the world can’t hide the fact that McAllen Memorial Stadium is a high school stadium through and through.
Here’s who’s left in the 11-team Championship:
Birmingham Legion FC
Charleston Battery
Charlotte Independence
Memphis 901 FC
Austin Bold FC
Colorado Springs Switchbacks FC
El Paso Locomotive FC
Oklahoma City Energy FC
Reno 1868 FC
Rio Grande Valley FC
FC Tulsa
With MLS folding the six affiliates it has in USL League One, the league is a little bit thin (especially considering USSF’s requirements for 8 teams for lower level leagues), but seems definitely able to expand up to the necessary numbers with Edwards’ allusions to five new additions this year:
Chattanooga Red Wolves SC
Forward Madison FC
Greenville Triumph SC
Union Omaha
Richmond Kickers
South Georgia Tormenta
FC Tucson
Format of Assorted Leagues – This (like everything in this post) is pure conjecture on my part, but here are my thoughts on how these leagues might function in a first year while waiting for additional expansion.
USL Premier – We’ll steal from the 12-team Scottish Premiership. Each club plays the other 11 clubs 3 times, with either one or two home matches against each side. When each club has played 33 matches, the top six and bottom six separate, with every club playing an additional five matches (against each other team in its group). The top club wins the league. The bottom club is automatically relegated. The second-bottom club will enter a two-legged playoff against someone (see below) from the championship playoffs.
USL Championship -- 11 clubs is a challenge to schedule for. How about every club plays everyone else three times (either one or two home matches against each side)? Top four clubs make the playoffs, which are decided by two-legged playoffs. The winner automatically goes up. I need feedback on the second part – is it better to have the runner-up from the playoffs face the second-bottom club from the Premiership, or should the winner of the third-place match-up get the chance to face them to keep drama going in both playoff series? As for relegation, we can clearly only send down the last place club while the third division is so small.
USL League One – While the league is so small, it doesn’t seem reasonable to have the clubs play as many matches as the higher divisions. Each club could play the other six clubs four times – twice at home and twice away – for a very equitable 24-match regular season, which would help restrict costs and still provide a chance to determine a clear winner. Whoever finishes top of the table goes up.
And there you have it, a hypothetical look at how the USL could build a D1 league right now. All it would take is a new stadium for almost the entire league and new owners for all but one of the 27 clubs, who wouldn’t feel that their property would be massively devalued if they got relegated.
Well that’s our show. I’m curious to see what you think of all of this, especially anything that you think I may have overlooked (I’m sure there’s plenty). Anyway, I hope you’re all staying safe and well.
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An extensive list of features I would like to see implemented in the next Forza Horizon or potentially added to FH4 as it is still receiving support.

This list will consist of the beginnings of an outstanding open-world racing game from many of the features I've conceptualized. I've always had a thought/fantasy in my head of taking some of the best features from many racing games and rolling them into one fantastic game. There have been so many quirks and great things across many racing games and even non-racing games that could be implemented into other racing games to improve upon games. I think some game developers and creative directors owe it to themselves to play many other racing games themselves to draw inspiration from other games and they should directly use polls in social media to see what people want the most, so resources can be allocated in that direction. I will refer to many games throughout this as I feel a lot of racing games (and other games in general) made over the last 15 years or so have features that could contribute to the concepts that would create a great game. Game abbreviations will include MC (Midnight Club), NFS (Need for Speed), TC (The Crew) FH (Forza Horizon), FM (Forza Motorsport), GT (Gran Turismo), GTA (Grand Theft Auto) and TDU (Test Drive Unlimited). This list will not be suggesting any locations, vehicle or part manufacturers directly unless something is used as an example, this is just features that could be incorporated upon a base game. Developers will obtain whatever licenses they can and I don't see this as a thing to extensively cover. An example is that we would all love to see Toyota, but obtaining their license recently has been difficult for many companies. One thing that I can't speak of as I have no personal use, is steering wheels. I'd like to hear some feedback on how to create the optimal steering wheel experience in a racing game.
Physics: Driving physics control the entire driving experience of a racing game so these are ultimately the most important thing to get correct. There have been many games that have gotten so many things right with a mediocre or worse physics system that detracted from the experience so much that the legacy of the games it applies to are tarnished regardless of how many other things are done well, with TDU2 is a great example. Ideally, they would be on par with FH4. Some extent of arcade physics would be nice, but not to the extent of some of the Ghost produced NFS games to where there is some oddly conflicting attempt of two physics systems fighting each other to determine if you are attempting to drift or grip. There would be a difference in the feeling of drivetrains and the AWD wouldn't be dominant over RWD in paved road scenarios, tuning and efficient driving could make RWD better due to the car being lighter.
Controller mappings/settings: I will continue to reiterate the ability to customize things to the user's liking should be the biggest priority in many categories. The ability to enable and disable vibration in the handles and triggers individually would be nice. It's good to have the choice setting of linearity and inner and outer dead zones. I will be using an Xbox controller for my ideal pre mapped settings. I think FH4 has the best control scheme, but could still use some improvement (and features). To maximize the inputs available, the photo mode should be accessed through the start/pause menu, rather than having them mapped to buttons that could be useful for other functions. The standard LT brake, RT accelerate, LS steering and RS camera (with the click of it being a 180 degree look back) are a very simple base scheme. LB to use the clutch, X and B should be downshift and upshift respectable, RB for the handbrake, A for nitrous, Y for rewind, LS click for the horn, the "select" button would be for interact/map when there's nothing to interact with, left d-pad would function the same way GTA5's would regarding the radio (including holding it + RS to select a specific station), down d-pad would function as FH4 does, where you can choose telemetry or a gps assistant, up d-pad could enlarge and extend the mini-map to give an idea of what is ahead. right d pad could pull up a list of mini functions, such as blinkers, headlights, windows, convertible roof, neon lighting, engine off, hydraulics, air bags, cruise control, etc.
Map/Environment: The map can be a real place or a fictional place. Being able to visit a real place from the comfort of your home is nice, but visiting a fantasy land with no creative restrictions would be nice. Some really cool things that were imagined could happen because there is no need to resemble a real place. Day/night cycle with a weather cycle depending on which part of the map you are on, where snow can be on top of mountains. The map needs to be large, no smaller than FH4, ideally larger than the individual TDU2 maps with little to no exploration restrictions. I'd like to see a couple very long straightaways or near straightaways to allow cars to top out on speed. This could be combined with a highway loop system that can wrap around a large portion of the map. Beaches, bumpy terrain areas for intense offroading and of course tunnels for the sound of engines roaring through and echoing. A moderately large mountain would be cool for a hill climb and maybe somewhere to descend from the mountain with multiple consecutive hairpins from the mountain would be nice for drifting. I’d love for the map to have spots to evoke nostalgia for many of us that have played many racing games throughout the year, with an example being when I played TC1 for the first time and I was in LA, it brought back fond memories of MCLA. Even some areas do not have to be specific, but some areas on TC2 reminded me of the speed challenges on NFSPS. Having a/a few tuning shops across the map would be really cool, along with a few NPC cars completely RNG based on model and visual customization so that every time you visit the tuners, you see something new so the tuner feels less stale over time. Barn finds/TDU2 style wrecks. Having racing tracks incorporated into the map that are accessible while in free roam and used for races would be cool, like TC1/TC2, especially an oval track with an optional infield layout. Having a parking garage or two would be nice as you can do many things with them. I liked how there was one incorporated in MCLA and NMFSMW(2012) provided a good experience while in them. We should have a GTA5 style 48 minute irl day/night cycle with about 10 hours in game (20 minutes irl) of nighttime and 14 hours in game (28 minutes irl) of daytime to provide a balance most would find enjoyable. While viewing the full sized map in the menu, we should be able to zoom out a lot or zoom in to nearly street view, like TC2. Roads need to have believable lane width, unlike how the lanes have become wider and wider every FH installment. We should have some back roads that are very slim and have room to accommodate one car width covering both directions. Gas/petrol stations are nice to see as that is something that some games don't include enough. The planes flying in TC2 add to the immersiveness. Having an airport with a long airstrip is something that is seen as important. It was a place for people to frequently congregate in GTA4/FH2 and the lack of a nice, unobstructed airstrip in FH4 is seen as something that's a letdown. Real life traffic cars with several color options each to increase immersiveness, also cars represent surroundings (taxis in the city, utility vehicles in a rural area, etc). Having pedestrians on foot can also add into the immersive feeling, including them reacting to your presence by having dialogue and running away if you're being reckless. Some places will be in various stages of construction (similar to GTA) and over the course of updates they'll come further along and finish construction and some will become interactive spaces. Some places will also become the sights of demolition.
Camera settings: Getting the right view and feel for cameras is important to giving you the most comfortable experience to get the feel for where your car is at and focus on surroundings in the way that is desired. Importantly, having bumper, hood, cockpit (with and without steering wheel) and chase cameras is a great start. There should also be an "action" camera with additional sense of speed, sensitivity towards turns, etc. Although this isn't a racing game, Rocket League inspired me to take a deeper dive into the thoughts of camera perspectives. Adjusting RL camera settings can assist your ability to be aware of surroundings and I'm sure the same would apply to actual racing games. Settings for RL that would be nice to apply to racing games would be the ability to turn on or off camera shake upon collisions, the FOV, distance of the camera away from the car (and distance gain relative to speed, if desired), camera height in relativity to the vehicle (could be important with SUVs/trucks) and angle at which the camera points towards the ground/sky. I'd like to see settings to turn vignetting and motion blur from a 0-100% scale. This effect is often used to create a sense of speed, but is often found to be disruptive towards viewing surroundings and braking zones. As I feel this would pertain to the player's perception/camera adjustment, I think the cockpit views should contain an adjustable seat, such as TDU1. Keeping something like the drift camera for cockpit views, along with the settings they have related to it in FH4 would be nice.
User interface/HUD: I think being consistent to many other racing games would be good in many ways. Ideally, the ability to adjust which corner things are in would be the best, but if the customization wasn't an option, this is how I think it should be. Having the speedometetachometeodometer in the bottom right would be nice, along with the ability to display it in an analog or digital format, such as FH4. The map should be on the bottom left and should have two levels of details for options; one being a minimalist design with no border that gradually fades out (similar to Grid Autosport's track layout minimap, mixed with the off road icon detail of FH4). The second map option should be similar to a mixture of NFS Heat and TDU1 in terms of borders on the mini-map and detail to show side roads/terrains. The ability to adjust the map rotating or not would be nice. We should also be able to see our recent driving path in a thin line on the map, such as TDU2. The race position should be in the top right and all other race details (total time in race and sprint race % or lap count, best and previous lap) should be in the top left. Another thing that could add into the immersion would be changing the opacity of the HUD, from 0-100% so you could make it mostly transparent, but visible enough to be useful if that is what is desired. Having an odometer built into the HUD would be nice as well. Games such as TC2 have the speedometer and mini-map flipped from the standard positions and it is a minor grievance. The speedometers in non-cockpit views should be able to resemble the car's actual speedometer as seen in TDU and NFS Shift. We should be able to filter the map well when in that menu, similar to FH4.
Event Types: Blueprints (FH3), random events where you can taxi or tail someone (TDU2), Drag races with proper street light, track light or an NPC human signaling in the middle of the road making the countdown (also with burnouts like NFSPS), score based drift racing, sprint races, circuit races, speed trap races (NFSMW), pink slip and money wager races (MCLA), unordered races (MC3), rivals (FH3/4), true street races and official sanctioned races (FH3/4 and NFSH) and end the game with a goliath type of race (FH3/4). Off road racing in the form of sprints and circuits would be nice. Bringing over speed traps, speed zones, drift zones and danger signs/long jumps from FH4/NFSH would be nice. Removing the potential disruption of traffic would be nice by ghosting vehicles in these situations, as FH4 has done. A route creator along the lines of MCLA/FH4 would be nice with the ability to add/remove some objects like barriers and ramps. The TDU2 style limited time events would be cool. Maybe a certain event would be worth double money or level progression. Some of the limited time races would utilize the places being constructed and demolished.
Online Play: Free roam such as TC2/FH4 in terms of grouping with friends is ideal, but have the option to have private lobbies (up to as many players as the developers can make work) and the ability to search for public free roam lobbies based on preferences of drifting, car meets, cruising, etc. Free roamers should be able to disable or enable collisions with random players not in their group. Lacking the collisions removes some of the immersiveness and the ghosted appearance ruins things such as drifting tandems and trains with random players. Something similar to Forzathon from FH4 could help players unite and group together and optionally have something to do in the lobby every hour. Ranked and unranked playlist organization like FH4, but make completely separate on and off road playlists for online along with a voting system for the class of racing and location. Online race collision penalties and ghosting similar to FH4. Free roam quick 1v1 wager races against other players in cruises. We should have the option to play through the campaign in a cooperative fashion, similar to FH4/TC2. Cross play would be nice to implement.
Driving Features: Race Driver Grid style rewinds as they're probably the smoothest working rewinds compared to the segmented rewind system in other racing titles. TC2 back on track compared to FH4 weird reset, FRIM (TDU2)/skill chain (FH1-4) in freemode to reward in small XP/money. The ability to enable settings on a 0-100% slider would be nice as well as a detailed damage model. The ability to render in more tire smoke than other games would be nice. I'm aware it requires a lot of system resources, but I would like to see how far it could be pushed on next generation consoles/and always-improving top of the line PCs. Using the car with manual transmission would allow us to put the car in neutral. Some vehicles with visible engines/engine components have a noticeable shake while idle, so seeing that would be nice. Being able to enable/disable fuel management (both for cruising/racing) would be nice, along with gas/petrol stations to refill the fuel and nitrous (just a drive-thru required). Slipstreaming other cars will make your car faster, not give nitrous like NFS. Nitrous should slowly regenerate like NFSMW2005, where there is also a slight delay for it to begin regenerating again, unlike TC2 where it begins regenerating immediately. Difficulty settings to lower driving assistance, if desired. Wipers operating along with rain buildup would clearly add some realism. Reversing your car would add a backup camera in place of the infotainment system displaying the map until you've left the reverse gear. While driving in the cockpit, the wheel needs to be given a 900ish degree rotation from lock to lock to add into the realistic feeling of being in a car.
Non-Driving Features: Players should be able to enter their homes similar to GTA5 and TDU2 and they should be able to have a vast array of customization for their house and a trophy room, which can be earned from high tier sanctioned races/tournaments (inspired by NFL 2K5/Auto Modellista), photos taken in game can be framed and displayed around the house (TDU2) and multiple garages and garage types like TDU/GTA along with the ability to interact with and move cars around different garages and spaces within the garages. The ability to test drive any car at any level of progression and visit themed new dealerships and used dealerships would be cool (TDU/TC). Character customization would be nice to control the appearance of your character, such as a plastic surgeon and clothing stores. The ability to control blinkers, headlights, windows, convertible tops/sunroofs, neon lighting, turning the engine off, operating hydraulics and adjusting air bags. Having a large variety of standard and gimmick horns. Using horns to control police lights to flash rapidly upon the horn being pressed, along with the siren remaining operating upon letting go of the horn. The internal navigation/infotainment screens of cars show the in game map/gps (TDU2). We could see the drone from FH4 return as it’s a good way to view tricky areas and get a live view of other players without obstructing them. Wheelspins (FH4) exist, but guarantee car or money and have the potential of earning clothes as a side bonus. We could maybe have a casino (similar to TDU2/GTA5) with various attractions, such as slots, a daily wheelspin for a rotating car weekly, the ability to bet on real life PvP races that the large room would randomly put you into spectate and other casino based activities. Our character shouldn't be mute throughout the story, we should be given a few voice choices for a little more personality for our character (similar to how Saints Row operates its voices). Car clubs would be cool, similar to FH3, along with leaderboards based on the clubs. Oil changes at the performance shops and car washes would be nice. Garages/dealerships and tuning shops will have various ambient noises (hydraulic lifts, airsaws, torches, metal slamming, etc.) and subtle music.
Photo mode: This deserves its own category and also can help a company market the game by users sharing their photos if the mode allows such great photos people will be prone to sharing them. We should have a filtetime of day/weather system like TC2. The focusing and motion blur of FH4 is well executed. We should be able to zoom in and out (adjust focal length) without it altering our field of view. We should be able to apply different lens effects, such as fisheye, rectilinear, etc. The camera should have the ability to position freely, in terms of raise, lower, tilt, rotate, etc. The maximum height for the camera needs to be much higher than FH4. The camera should have the potential to be on a gimbal, so it can remain even while a car is going up and down a hill to emphasize how drastic the ascent or descent is. All these features on top of standard stuff such as exposure, saturation, etc. Also, the live rewind and fast forward again option in TC2 is amazing. It’s easy to miss that perfect single frame shot on other games, but the ability to do that solves it.
Soundtrack: It needs to be eclectic with hip-hop, rock and electronic (maybe 2 of each) like modern and classic hip-hop and rock and electronic can be split between chill and hype. Maybe we can get pop, country and classical stations? Have a mix of some lesser known songs and also some billboard topping hits. Don't have stations where many of their songs sound very similar. Something great that could be added could be Spotify integration if any company can figure it out/contract Spotify. Groove integration was a good idea on FH, but Groove wasn't successful. Having the ability to fully mute all music sounds would also be nice (unlike FH4).
Vehicles: As I said, I will not be going over brands, but I would like to see a variety of entry level cars, sports cars, super cars, hyper cars and full on race cars. Concept cars would be great, as they are seen in limited fashion on most open world titles. I'd like trucks and SUVs as well for off roading and to maintain a wide variety of vehicles on par with FH4. I’d also like to see a vehicle categorization similar to FH4 (i.e. Hypercars, classic muscle, etc.). While I'd like to see a variety of vehicle types, I'd still prefer to see quality over quantity. Each vehicle needs to be replicated well and many should have extensive customization. We should be able to favorite cars and also choose a random car (totally random or random from favorites for whatever vehicles are applicable to the given event or freeroam. We should be able to tag vehicles as designed for off-road, wet driving, drifting, drag, etc. These will just be two examples, but we should be able to provide donor cars to speciality shops and convert them into improved, rarer editions. Two conversions that I'll reference would be converting a Porsche Carrera GT into a Gemballa Mirage GT or a Mustang GT into a Saleen S302. A growing variety of vehicles over the course of time, similar to FH4 and TC2.
Visual Customization: No visual adjustments will relate to performance gains or losses (i.e. camber, wheel swaps/sizes, bodykits, etc.) other than you will need to equip some form of spoilewing to adjust rear downforce. We should be able to set wheels smaller than stock, as well as larger. Track width should be an option with multiple sliders (like NFS2015). We should be given manufacturer options for paint, wheels and interior choices, etc. (TDU2/TC2). We should be able to save paint colors (MCLA), instead of just having them in recents and eventually disappear (FH). We should be able to adjust trim as chrome, titanium, gold, black, etc. (MC3) The paint options of NFS Heat and MCLA would be nice, such as gloss, metallic flake with size options, carbon fiber varieties, chrome, matte, satin, fading from left to right as well as top to bottom and the ability to add multiple colors in a color shifting paint job (MC3), colored nitrous (MC3/NFSH), colored tire smoke (GTA5/NFSH) and backfire (NFSH), tire design (MCLA/NFSH), wide body kits (both from manufacturers and developer designed), bumpers, spoilers/wings, skirts, mirrors and fenders (non real life brands can autosculpt like NFSC). Neon colors designs and patterns (TC2/NFSH), hydraulics (MCLA) and airbags (MCLA/NFSH) Brake calipers should be able to be from brands (MCLA/NFSH) or painted (TC2). Interior parts such as steering wheels and seats (MCLA), along with materials, alcantara, suede, leather, plastic, carbon fiber, chrome, etc. (TC2). We should be able to chop the roofs of some vehicles (MC3). Cars have individual licence plates and can get multiple states/countries given they fit the spacing allocated on each vehicle for them (MCLA) Tinted headlight and taillight housings are great options along with light bulb temperatures. Although it isn’t the taste of many people, we should be able to do all kinds of unique styles, such as monster truck (or at least an extreme lift), donk, bosozoku and even NHRA style drag body modifications (with optional wheelie bar) for some of the vehicles you would see them on in real life, but modifications this drastic will impact performance and vehicle hit box/collision physics. Vinyls on widows should be a thing with the ability to make vinyls able to utilize different paint materials (NFSH). FH4 has the numerical system to mirror and scale things fairly well. I’d like to keep the placement system of FH4. Also, the FH4 marketplace to download tunes and designs is the best I've seen, so that can be duplicated. As this will blanket all of the above, some customization parts should be recommended by a popular magazine or website. MC3 did this with Dub and created a fantastic game with a lasting legacy and many of the style options were relevant when the game was released and for a while after. We should be able to adjust tire width and profile, similar to MCLA. The ability to paint engine bays and accent parts would be nice, similar to NFS UG2. Custom exhaust tips/mufflers would be something nice that many other games have incorporated.
Performance Customization and Tuning: PI system like Forza with classes (but actively tuned for balance), different turbos for rpm ranges/turbo lag, supercharger. We should have different tire compounds, even being able to set for front/rear separately. As mentioned earlier, a RWD car that is tuned well and driven well should have the potential to beat an AWD vehicle due to it being lighter. Keeping the tuning settings of what you can adjust would be ideal. We should have the ability to combine the live tuning of NFSH, but enhance it while at a test track (with an off road area in the middle) connected to the tuning shop. You can isolate many tuning options and slide them around while hot lapping. I’d like the ability to run fat rear drag tires, unlike FH4 where it’s just a tire compound.
Audio: This is something that will be very important to many, so great sounds like the noise of turbos on NFS2015 and raw engine noises of FH2 and other games held to a high standard will be important to nail. Exhaust tuning from NFSH was nice, but I would like to see a little more of a difference in the sound with this idea further improved. Getting the proper transmission noises can be useful for cars on top of just the engine noise. Tires skidding is nice noise to get correct for realism as well. Having nice ambient sounds will also be important for immersiveness, such as birds chirping, waves washing up on the beach, wind noises and great echo sounds for traveling through tunnels or densely surrounded areas, such as down a row of highrise buildings). Other than making a car sound how it sounds and making realistic sounds for the environment, there is not much more to be said. It's a moderately limited description, but still something that is pivotal.
Story/post launch content: I would like to see a sense of progression built up throughout the game by starting in a low end car as someone who freshly arrived in the are the map takes place in (MCLA), maybe the antagonist could be someone who scammed you in a previous city or dismissed your talent at the beginning of the game. For me, the outright story isn't too important, but can contribute to how much you will enjoy a racing game. Any DLC map expansion needs to be seamless and not require a separate load in, similar to Burnout Paradise Big Surf Island bridge or (MCLA South Central expansion) and unlike FH4 Fortune Island. The 1000 Club was a great thing that occurred on FH1 that would be nice to bring reason to use every car and for the 100%ers to have something else to chase. Police are something that hasn't been done extremely well in a racing only game in a very long time, in my opinion. I would ideally focus on everything else before attempting to add police in. If they were added in, something along the lines of NFSMW (2005) would be nice, but with higher stakes. We should have an end-game hero car, similar to the M3 GTR from NFSMW, but make it a car that isn't already iconic from another game, movie or real life racing, as people wouldn't think of the hero car associated to this hypothetical game, but related to whatever it was previously iconic in, as whatever work that went into making it that car would go to waste as people would want to overwrite that design. Alongside the hero car, we should also have a couple cars that are unique variations of pre-existing cars (Dub Edition cars of MCLA) for other special events (MCLA hard tournaments/FH3 street race bosses). The post-launch support needs to be good, unlike NFSH. Adding cars monthly would be a great start, along with any necessary QoL updates.
Sorry for any formatting or grammatical issues. I’d like to hear any additional features to add into racing games from the feedback of other people or changes that they would prefer. Also, if there are any ideas in here that others would like to emphasize. Any of this content is free for content creators to recycle if that is desired. I’d like to see some of these ideas be passed around and heard to developers on what could be improved upon. Many games have great ideas and I’d like to see them build off of each other’s greatness.
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