Suggest parts usage to be reviwed

First Prev 1 2 3 Next Last
, 16 days ago Reply #1

Hi Jack,

would request you to review the usage of no. of parts for car repair.
today it took 15 parts in total for 2 cars of my team, where as if my facility is developed upto my team level [11] in spite that can't produce 15 parts in a day, if it goes like this then there might be few teams who might soon lead to purchase the parts against the token.
Its my observation rest you are the best person to analyze and finalize
, 16 days ago Reply #2

Sandeep
Hi Jack,

would request you to review the usage of no. of parts for car repair.
today it took 15 parts in total for 2 cars of my team, where as if my facility is developed upto my team level [11] in spite that can't produce 15 parts in a day, if it goes like this then there might be few teams who might soon lead to purchase the parts against the token.
Its my observation rest you are the best person to analyze and finalize


i agree my finance also going to ruined due to this spare parts use for repairing the cars
else provide the quantity for fixing the car
let say if it required 4 parts then we can use 2 or 3 parts to keep the car competitive else we will be not able to match the other team
, 16 days ago Reply #3

Hi Jack,

I concur with the comments above. Perhaps we can consider a system similar to iGP of old, where parts wear is shown as a percentage, and that parts can be individually replaced rather than all parts together as a whole.
, 15 days ago Reply #4

FOUNDER & WEB DEV.
I will look in to it very soon. There are a couple of updates to add first and then I will review some specific cases before making any revisions to the system.

I think the concern is more with 2 car leagues, but I didn't feel comfortable making parts output or the cost of parts to repair a car double in one kind of league or another. I think it needs to be consistent or it will just get confusing. But trying to make it consistent means that in some kinds of leagues and situations it might get tough to manage.
, 15 days ago Reply #5

surely the answer for those who aren't yet producing enough parts is to exchange the tokens they earn from sponsors for parts? Much like most of us are doing with engines and extra money anyway?
, 15 days ago Reply #6

Nathan
surely the answer for those who aren't yet producing enough parts is to exchange the tokens they earn from sponsors for parts? Much like most of us are doing with engines and extra money anyway?


The problem with this is that it's not possible to even break even while exchanging tokens for money, and if you're going to exchange tokens for parts then you're not exchanging them for money and you just go more and more to negative. Also, it's impossible to upgrade your part-production because you don't have money because you have to constantly exchange tokens for parts to keep the cars running.
, 15 days ago Reply #7

In the old game, much like this version, to be competitive you had to attend and live manage the race with the 2D viewer. The difference in the old game was the viewer was only available to subscribers so it cost approx. £20 UK per year for the opportunity to be a successful manager.
As I see it, the developers of this game are not a charity, they need to earn a living like the rest of us so it is not unreasonable that in order to maintain a competitive advantage us players should expect to make a small contribution by purchasing a few tokens every now and then.
, 15 days ago Reply #8

Hannu
Nathan
surely the answer for those who aren't yet producing enough parts is to exchange the tokens they earn from sponsors for parts? Much like most of us are doing with engines and extra money anyway?


The problem with this is that it's not possible to even break even while exchanging tokens for money, and if you're going to exchange tokens for parts then you're not exchanging them for money and you just go more and more to negative. Also, it's impossible to upgrade your part-production because you don't have money because you have to constantly exchange tokens for parts to keep the cars running.


I disagree as i am currently exchanging tokens for cash and breaking even.... I have to exchange 25 tokens a season admittedly but it is very much possible as you can generate 51 tokens a season.
, 15 days ago Reply #9

25 of my 51 tokens go on cash - a further 15 go on engines. That leaves me 11 tokens a year spare. Now that doesnt buy too many parts, but as a working example it does seem to counter your argument. And if your not chasing the top of elite you don't really NEED a new engine every race for both cars, so you can save tokens there.

Of course if you are not maximising your token accumulation by not having the best 3 token sponsor then....!
, 15 days ago Reply #10

Nathan
25 of my 51 tokens go on cash - a further 15 go on engines. That leaves me 11 tokens a year spare. Now that doesnt buy too many parts, but as a working example it does seem to counter your argument. And if your not chasing the top of elite you don't really NEED a new engine every race for both cars, so you can save tokens there.

Of course if you are not maximising your token accumulation by not having the best 3 token sponsor then....!


You do also need to have tokens to spare for hiring staff and drivers though
, 15 days ago Reply #11

Nathan
25 of my 51 tokens go on cash - a further 15 go on engines. That leaves me 11 tokens a year spare. Now that doesnt buy too many parts, but as a working example it does seem to counter your argument. And if your not chasing the top of elite you don't really NEED a new engine every race for both cars, so you can save tokens there.

Of course if you are not maximising your token accumulation by not having the best 3 token sponsor then....!


The "breaking even" means that I do use money to get better facilities (for example, now I need to get a better part production thingie). I get 3 parts per race and my cars need 6-8 parts to fix from single race and my part production is at 7 at the moment, meaning I need 5-7 parts more per race which is impossible to attain and also makes it impossible to get a better production facility to get more parts so I wouldn't need to exchange for such a high amount of parts to begin with.

I can ofcourse just buy a bunch of tokens to quickly build the facility up, but even then it wouldn't produce enough to actually fix both cars after a race (if I got it to my level).
, 14 days ago Reply #12

Jack
I will look in to it very soon. There are a couple of updates to add first and then I will review some specific cases before making any revisions to the system.

I think the concern is more with 2 car leagues, but I didn't feel comfortable making parts output or the cost of parts to repair a car double in one kind of league or another. I think it needs to be consistent or it will just get confusing. But trying to make it consistent means that in some kinds of leagues and situations it might get tough to manage.


what i suggest the usage of parts should be somewhere leveled to reputation of the manager as well with the mix of part manufacturing facility at HQ developed.
Of-course the manager level should have more weight-age in order to push them to develop their part manufacturing facility at HQ to level up to their manager reputation level.
right now if we race both the cars then parts consumption going beyond the producible no. of parts.
We understand the single car racers are to be balanced but in that process the 2 car racers should not suffer
, 14 days ago Reply #13

What if it wasn't as punishing to not repair for every race? Then you could be manufacturing like 2/3 or the parts needed to be fully repaired for the season and you could pick a race now and then to not repair before. I also like the idea of maybe not having to fully repair and maybe just allocate a certain amount of parts to a repair so you could just have an almost perfect car occasionally to save parts.
, 14 days ago Reply #14

I think it's based on Level, if It costs 20 parts to repair a car, two car team it will cost 40 parts.

For 50 points in reliability it reduces the cost to 12-13 parts. 24-26 parts two car team
For 100 points in reliability it reduces the cost to 2-3 parts. 4-6 parts two car team

Some tracks cause more wear than others if you think back to when Reliability done nothing it cost us 2 or 3 parts after the race for each car.


, 14 days ago Reply #15

James
I think it's based on Level, if It costs 20 parts to repair a car, two car team it will cost 40 parts.

For 50 points in reliability it reduces the cost to 12-13 parts. 24-26 parts two car team
For 100 points in reliability it reduces the cost to 2-3 parts. 4-6 parts two car team

Some tracks cause more wear than others if you think back to when Reliability done nothing it cost us 2 or 3 parts after the race for each car.




instead of 40 parts for lvl 20 team it should go to max 20 parts including both cars as one can't produce more than 20 parts
and yes i think there are tracks where the wear are less like what i saw today Monaco only 3 parts each, so it need good thought process
like in a race total possible part consumption =< [60% of team repo + 40%HQ]
tht is if lvl 20 and lvl 20 hq then
12 + 8 = 20 parts consumption, so either we can keep same 20 or can reduce to 19 looking at storing the parts for utilizing when the level of either hq or team repo increases

if lvl 20 and lvl 10 hq then
12 + 4 = 16 parts consumption [consumption of 15-16 parts]

if lvl 15 and lvl 10 hq then
9 + 4 = 13 parts consumption [12-13 parts]

something like this, its an avg example i consider it can be track to track
, 14 days ago Reply #16

why make something simple, complicated
, 14 days ago Reply #17

James
why make something simple, complicated


is it ...?
i thought its simple only :D
BTW how u inserted the smileys
, 14 days ago Reply #18

Way I was thinking was at low levels Reliability is not important, Levels 1-3 are spending 2-3 parts to repair the car even with 1 point reliability, but as your moving up levels it starts to come more and more into the game.

, 14 days ago Reply #19

http://www.symbols-n-emoticons.com/p/facebook-emoticons-list.html copy the image address and [img] it [/img]
, 14 days ago Reply #20

You seeing it my way now?
Level 10 only need 50% reliability to make 2-3 parts
Level 11, 55
level 12, 60
level 13, 65
14, 70
15, 75
16, 80
17, 85
18, 90
19, 95
20, 100
Reply
First Prev 1 2 3 Next Last

You must be logged in to post a reply.