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Some suggestions for the game

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medal 5000
7 years 162 days ago
Hey everyone, recently I have been 'grinding' in a 'race everyday' league and trying to level up. However the time has been painful, simply because I feel that the game isn't as engaging as I feel that it should be.
Firstly, I feel that the game is simply too 'simple'. Practice is limited to 5 laps, the objective being 'just get what the driver wants and hope he/she makes the set up work'. I wish that the game's objective of the practice is to give you time to customize your car's statistics(ie wing levels, gear ratios) to suit your car statistics (how good is your engine, how effective your driver is at corners). So instead of trying to 'fight fire with fire' like trying to beat a Merc like team that is good at top speed and acceleration with trying to beat them at their own game, (lets say you have a Red Bull'ish team, good aero) you can have a greater front wing angle for more downforce round the corners so even though you lose out on straights due to more aero, you can attempt to gain time on the corners due to better cornering due to downforce as you have a more cornering oriented car. Then with the design points you can attempt to maximize the gain from the respective area. 5 laps for practice is simply not enough too, even if I go with the 'best set up' according to the driver, driver error/improvements during practice cause a perfect set up to have a slower timing than an imperfect set up. How am I supposed to know that the set up is good other than the feedback from the driver? Does good feedback from the driver automatically equates to better performance in the race? Right now the rule of thumb is to just get the highest possible stats for a driver and staff too
The design point system can also be improved, right now all you need to do is to spend all your points in one area instead of spreading the points out in different areas.Instead, why not task your chief designer to produce parts in real time hours that affect car performance. This can also add more meaning to staff statistics, say having higher talent gives the CD a higher chance of a breakthrough in the area of car parts, experience reduces the time taken for design/production and generally increase the performance of a part and morale is the staff member's productivity. Thus a higher level design facility will increase car development with the CD due to a higher level facility having better equipment/environment. Parts can then be used to make such 'car parts' like a front wing.
I also feel that the race system is kind of out of date, F1 has banned mid race refueling and kers is recharged and used throughout the race, like come on guys! We gotta keep up with the times. I also find that cooking tires doesn't really affect you at all in terms of performance and is probably better due to the effects of high push levels.
Hopefully the devs will take my two cents into consideration. Thanks
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medal 5000
7 years 162 days ago
TL DR I hope that the devs can make the game more engaging by actively making the player feel in charge of their situation through strategy, the game currently is just like a grind fest, having the best stuff= win
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medal 5145 CEO & CTO
7 years 162 days ago
Thanks for the feedback. We are going to add more ways to vary the strategy between races. Our intention was always that the design system would provide unique characteristics on the car as you describe. One thing I will implement soon is the ability to choose which areas you focus research in, adding strategy to research beyond the grind of hiring the best CD/TD.

About KERS/Boost and refuelling, those are implemented the way they are for that very reason, to make the races more strategic. Without refuelling there would be very little strategy beyond "change tyres when they are worn out". Also, we did have the KERS system recharging every single lap at one time years ago, and it was terrible. There was absolutely no strategy and everyone just used it every lap in the same way (like drivers do in reality). The way it is now you must deploy it strategically throughout the race, and it's much more interesting.

We get inspiration from real racing series obviously, but we aren't trying to create an exact replica. Our goal is to make the most enjoyable multiplayer strategy game.
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medal 5000
7 years 71 days ago
I think there should be a way to compare your teams to others, kinda like how they do on the Motorsport manager game. It will have a series average and include the following:
Car performance/level
Drivers
Staff
Headquarters
Finances
It won't tell you exactly what they have, like for the cars it won't list the braking level and the downforce or what level the drivers are or staff (Even though you can find those out), but it should just say "You are first on the leaderboard for Headquaters" or "You have the second best team of staff.
Also, maybe the ability to train staff AND a pit crew maybe? But you can't trade the pit crew.
There are my suggestions.
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