I think this is probably the hottest topic in the game atm... Literally every last player I've ever been in contact with in the game has strong feelings about fixing the track incompatibility problem between varying vehicle powers. Many of us have explored potential solutions to it (and I'll link to a discussion I started a while back about this below), but I feel like this one needs a thread of it's own because of how more extreme the solution is...
We've talked about fixed power for adventuring i.e. making the upgrade mechanic only affect racing... selectable power by the builder that the player inherits when they drive it... for some, even just being able to test drive at various power levels (my least favorite solution). But there's one really interesting way to approach the problem that I thought of the other day that I think calls for a intensive discussion.
Hypothetically, you could introduce an entirely new vehicle that, unlike the other vehicles, has *fixed* properties.. keeping upgrades for buggy and bike intact, which in turn leaves the excitement of upgrades and "progression/advancement" unchanged.
So again hypothetically, what would fit with the aesthetic the game has already established? For me I immediately thought "kart". A "Rally Kart" or maybe even more fitting, my teammate @Hauzuwienix
proposed "Adventuring Kart". Regardless of what it'd be called and/or how it appears I imagine a lower riding vehicle with much tighter suspension, maybe a speed kind of between buggy and bike, fixed properties of course, and maybe any other potential ways to mitigate inconsistent physics response when interacting with track components and tracks themselves.
This vehicle would be a track builder's dream. It's a very different solution than we've really discussed here.. but I think is certainly worth discussion. It may or may not be the best fix we've proposed so far, but I know for me, it would more or less take that frustration away from building complex and meticulously calculated tracks without any assurance that some sections (and often the "highlight" or most innovative and fun part of the track) will even work right for anyone else.
So like I said, I think we all agree this is one of the most pressing issues in the game - it's easily the most talked about subject in our team, and this is just another potential way to approach the problem.. so I'm curious what other track builders out there think about taking this route.. would it be sufficient enough for you? Do you feel like it's any better/worse a solution than the others we've talked about on here?
Here's a link to that old thread: http://forum.bigbangracinggame.com/discussion/334/improving-adventuring-track-design#latest