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Proposed Design & Spy system

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medal 5073 CEO & CTO
7 years 236 days ago (edited 7 years 234 days ago)

Note: As of September 15th at 22:00 GMT I've decided to close this thread, and re-assess this. Thanks to your feedback and a couple of days to reflect on this, I've come up with some much more straightforward systems for design that trump these complicated systems. I will post a thread with some other ideas in the next 1-2 days. I'm leaving this post greyed out in case anyone wants to read it and quote it in the next thread.


Since balancing drivers, staff and HQ from the old iGP and implementing my initial four balancing proposals, the key remaining area to balancing is car design. What we need is a system that can allow managers with fundamentally lower levels to compete with those with higher levels. To achieve this, here are the initial ideas:

1) Per-league level cap - Instead of the current level cap per-team, I propose having one for each tier within a league that is set as an average of the participating teams. This average would be set at the start of a season and frozen for that entire season.

1-A) Alternative level-cap system - an alternative to the per-league level cap would be the potential to raise the level cap through spies. So, a lower team could spy on a higher team and their level cap would increase along with the design points gained. Then there could remain a per-team level cap instead of a per-league one. More on the spies system below.

2) New feature: Illegal designs - Top teams can generate enough design points to "breach" the level cap. The interface will make it clear when a design is illegal and warn you of the consequences, which can be serious, but maybe the rewards are worth the risk! I'll elaborate on penalties in point 4. It would also be possible to subtract design points, so you could run an illegal design for one race, and then remove it, and hope nobody finds out.

3) Spy system - The spies system allows smaller teams to spy on bigger teams at each race, and copy what they find on their car. This would come in the form of Design Points, potentially enough points to catch the team being spied on.

4) Penalties for Illegal Designs - With the ability to create illegal designs comes the risk of being caught under the new spies system. If an illegal design is found by spies, it can either be cloned by the team that finds it, and they can run the same risks, or report it to the governing body. Depending on the severity of the breach a cash fine or even being disqualified from a race could be applied for an illegal design.

I believe this system will have all of the following benefits:
* More evenly balanced car design across the grid
* Smaller teams have a possibility to catch better teams before they unlock the same levels
* The possibilitity of illegal designs add an extra intrigue to the design process
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medal 5807
7 years 236 days ago
Great proposals!

As a subscriber, in a penalty a cash fine would not hurt me at all. In fact I'd be happy to take a cash fine because I'm so stacked. On the other hand, being disqualified from a race seems slightly too strong of a penalty.

What about a time penalty? I get caught with an illegal design --- the governing body decides to tack on +15 seconds to my total race time. If I finished in 2nd with 3rd, 4th, and 5th less than ten seconds behind me, I'd fall off the podium and I'd get 10 points instead of 18.

Also, would introducing grid penalties maybe make things interesting as well?
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medal 5807
7 years 236 days ago
Would the subtracted points be refunded or are they already used up?
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medal 5073 CEO & CTO
7 years 236 days ago (edited 7 years 236 days ago)
There are plenty of alternative routes to achieve similar results. Updated the OP with point 1-A for review, an alternative to the per-league level cap. I think this would be fairer on the higher level teams but could make illegal designs difficult to implement, as if level caps are moving all over the place and are dynamic throughout a season a design could be legal one moment and illegal the next. This is the main thing which makes a per-league level cap appealing. It would make illegal designs clearer and easier to understand.

About DQ as a penalty, I also thought it might be too harsh, but then considered that if someone was clearly warned about the potential for this then it would be fair.
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medal 5073 CEO & CTO
7 years 236 days ago
Blunion
Would the subtracted points be refunded or are they already used up?

Refunded, to be assigned elsewhere.
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medal 5000
7 years 236 days ago (edited 7 years 236 days ago)
Nice, but how do I breach 100point cap when it doesn't even give me my +1 the supplier gives when i set the part to 100?
Maybe you are talking about adding penalties in tier average caps & not team caps.

Can suppliers not have strengths +4/5 and weaknesses -5/6?
It would sort of mix everyone's cars up a bit more at the start of the season.
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medal 5000
7 years 236 days ago
Jack
1) Per-league level cap - Instead of the current level cap per-team, I propose having one for each tier within a league that is set as an average of the participating teams. This average would be set at the start of a season and frozen for that entire season.


I would prefer this one over the other one. it is far less complicated and the current system is messed up. Some teams can gain such a massive advantage with a great car from the new design and just clear off with the major boost in points over anything i can get. right now the league i am in, i just can't compete with these higher level managers and i know i can do it as last season the half a season i did have, i was a nightmare to the established runners!

If this cap equalises the design and design points aspects, it would be a good thing to consider for an average.

Jack
1-A) Alternative level-cap system - an alternative to the per-league level cap would be the potential to raise the level cap through spies. So, a lower team could spy on a higher team and their level cap would increase along with the design points gained. Then there could remain a per-team level cap instead of a per-league one. More on the spies system below.


I don't like this system.

Jack
2) New feature: Illegal designs - Top teams can generate enough design points to "breach" the level cap. The interface will make it clear when a design is illegal and warn you of the consequences, which can be serious, but maybe the rewards are worth the risk! I'll elaborate on penalties in point 4. It would also be possible to subtract design points, so you could run an illegal design for one race, and then remove it, and hope nobody finds out.


I don't much like this one either, if a team can go over the cap then what is the point in the cap for? May as well just remove it completely.

Jack
3) Spy system - The spies system allows smaller teams to spy on bigger teams at each race, and copy what they find on their car. This would come in the form of Design Points, potentially enough points to catch the team being spied on.


Since you already mentioned the spy system is coming anyway, this is not a suggestion. nothing to debate on something that is already passed to come into the game.

I would like to see ways of counter against spying that costs money as well. make it a bit more interesting.

Jack
4) Penalties for Illegal Designs - With the ability to create illegal designs comes the risk of being caught under the new spies system. If an illegal design is found by spies, it can either be cloned by the team that finds it, and they can run the same risks, or report it to the governing body. Depending on the severity of the breach a cash fine or even being disqualified from a race could be applied for an illegal design.


Repeated illegal usage should receive a multi race ban or a season wide ban or the ability to race and not score any points all season. the last i recall of industrial espionage by a formula 1 team is the Ferrari-Mclaren scandal in 2007 and that ended up with Mclaren losing all that team points by FIA investigation but not their drivers mostly because of legalities.

There should be a range of penalties for spying since it is an illegal practice. risk vs reward.
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medal 5000
7 years 236 days ago
I like the penalty idea. Such a random little thing, yet really cool, and could be fantastic if implemented properly!
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medal 5000
7 years 236 days ago (edited 7 years 236 days ago)
My main concern is how the season should start by building design on previous season.
I thought that maybe is simple: 2 points on every attribute 3 points at strength of Chief 1 point at weakness of Chief.
IF so for all teams as i said on my other post didn't work well in our League. If not like this would be hard work for spy;)
As for :
1) My only concern is about lap records in leagues that average is low.
1a) Has to do with spy and how will increase the cap on lower teams. For example if my cap is 50 and i spy on a team that has cap 100 but is the start of the season and has low points my cap will increase to 100? my cap won't increase because the other team has no attribute over 50 ? or my cap will increase up to the highest attribute of the other team if has something over 50?. Maybe 3rd option is more logical.
2) Illegal designs meaning just on start of season?
Maybe could be random extra (edit: Temporary that will be removed next race ) design points per race with option to use or not (maybe not every race).
3) Spy would be just on a team or on specific attribute of a team ? for example i have 100 points total and i have 30 on braking, if i spy a team with 120 points total and 20 on braking what will happen? a) I get 20 points extra or b)nothing or c) some percentage ? on "a". At the first race quali we see who's faster we all spy him and have the same amount of points. then we spy on higher level team every time and we are ok. with "b" and "c" will never catch. but with "a" adding the flavor of section 2 and 4 maybe will do a "Race".
4) Penalty could be half or no design points next race. (edit: not of total the ones you gain every race)

My thoughts in one of many scenario's
Thanks in advance

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medal 5000
7 years 236 days ago
I could add the possibility of reset design points during the season so can be reassigned for a amount of tokens;)
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medal 5000
7 years 235 days ago
One possible issue with the spies system: Higher teams get to make good cars with their allowance of design points and such. Lower level teams have to spend game time and money on then copying those designs, so they're still always behind. And if their cap is lower, they still can't go over it? If a good team hires a rubbish designer, do they still get their full allocation of points? it seems so, yet it doesn't make sense. The level cap should be the maximum number of design points/car parts etc, based on skill of related staff, and even moral, that one player can gather, not what they are guaranteed. Moral should play a big part, and should be trainable for every person. Not capped. And they only give their full performance when the moral is 100%.

I'm afraid I feel the whole car design level cap thing needs reviewing. The old game worked because anyone could make any car part up to 100% You could compete, if you made good decisions, had good staff, you had a chance. Now, if you play longer, you do better, you get better staff, you make more car parts, you make more development points, you employ higher rated staff...

(OT: Why does a driver's training slow to an almost stop when you hit your level cap? The driver should have a personal level cap, largely related to talent, but with some random statistic, which paces the driver training. In other words, drivers should go back to being trained well above your level cap like in the old game. It rewards hard work and loyalty.)

Cheating, sorry, illegal designs, personally I don't like. Lower teams will be pushed into gambling more to have a chance. Thus they are more likely to get caught. Thus they are more likely to get penalised and drop backwards.

I'd much rather have a system where you can see what the average level is for each league, so you can join a league which fits your level - or choose to be a backmarker with the pay-out that you progress up the levels faster yourself.

Having said all of that, I'm really impressed with the way the game is being developed basically on a daily basis to bring it back to being the excellent game it always has been. Thank you.
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medal 5000
7 years 235 days ago (edited 7 years 235 days ago)
@Jack, " the key remaining area to balancing is car design. What we need is a system that can allow managers with fundamentally lower levels to compete with those with higher levels"

The start of the season is the key to have competitive seasons.
In the previous version we had the problem of 100%/0%/100% teams. but now, we just don't know how is going to be our car in Australia. .
How are my design points being calculated for next season? Is it by level manager? Is it by Chied Designer? Is it by luck?
This is the key!
I don't like this to be attached to any of those i mentioned.
-Manager Level: big level will be always strong in the first races.
-Chief Designer: is like the same, big manager level, better CD
-Luck: no please, not here.

I like it similar to the previous version so here i go:
every design point assigned after the 200DP is reached (100? 300? i dont know) counts as 0.5. So, when your car is good, your design rate slows down. This could be in steps when you reach 100, 150 and 200, and if we don't like decimals, we can multiply DP for lower teams instead, if you are under 50 your DPs are *2)
(thinking in the design we had in the previous version. lower % were able to design faster than bigger. when the part was 20% one day of design was +13% if that part was 90% you just got +5% and this was perfect)

If the design for the start of the season is attached to Manager Level or to CD (hope not to luck) ok, then:
add the possibility to take design points to the next season. How many? Lower levels should be able to take more DP to the next season than higher levels. You need to keep them, so you can't use them.

OK now:
1) yes, agreed and fits.
1-A)yes, agreed and fits
2) I like it if the penalties are within design. But i really think with a good system we don't need this.
I think Alex is right: Lower teams will be pushed into gambling
3)Yes, agreed and fits.
4)as i said, penalties should be within design.
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medal 5073 CEO & CTO
7 years 234 days ago
Alex
One possible issue with the spies system: Higher teams get to make good cars with their allowance of design points and such. Lower level teams have to spend game time and money on then copying those designs, so they're still always behind. And if their cap is lower, they still can't go over it?

That is why a per-league level cap or the ability to raise the level cap through spies were proposed. It would address this point. The lower teams wouldn't necessarily always have to be behind, there are ways we could have them catch up. There's no reason we can't add ways to clone a design to an equal level, for example.

Alex
I'm afraid I feel the whole car design level cap thing needs reviewing. The old game worked because anyone could make any car part up to 100% You could compete, if you made good decisions, had good staff, you had a chance. Now, if you play longer, you do better, you get better staff, you make more car parts, you make more development points, you employ higher rated staff.

That's what I'm trying to address in this thread, a way to tackle this fairly without handicapping those who have dedicated a lot of time and effort to levelling up.

Alex
Having said all of that, I'm really impressed with the way the game is being developed basically on a daily basis

Thanks, it takes a lot of elbow grease for a team of three to do, but we're totally committed to developing the new platform. We're working hard on the fumdamentals first, then taking it from there to all platforms and languages.
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medal 5000
7 years 234 days ago
1) I agree with that point or maybe an option for the league owner to set himself the virtual cap (important to keep it virtual and still being able to improve headquarters and drivers for the future).

3) The spy system is needed, even more than it was in the previous version of igp ..

4) .. but I disagree with penalties especially to disqualify a team, for me it sounds better to help lower teams to close the gap in order to have closer and funnier races.
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medal 5807
7 years 234 days ago
Joey
4) .. but I disagree with penalties especially to disqualify a team, for me it sounds better to help lower teams to close the gap in order to have closer and funnier races.


Now that you mention funny, it definitely IS funny when backmarkers catch up.
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medal 5000
7 years 234 days ago
Joey
1) I agree with that point or maybe an option for the league owner to set himself the virtual cap (important to keep it virtual and still being able to improve headquarters and drivers for the future).

3) The spy system is needed, even more than it was in the previous version of igp ..

4) .. but I disagree with penalties especially to disqualify a team, for me it sounds better to help lower teams to close the gap in order to have closer and funnier races.


"Spare the rod, Spoil the child" comes to mind. there must be risk vs reward, if someone continuously gets caught attempting to spy on their rivals and it is constantly sent along, i mean if it were in the real world, the group responsible for enforcing rules would be slammed silly and laughed out of a job as to how bad they were. in the game there has to be some risks and some of these risks have to be harsh otherwise no one would learn anything.
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medal 5000
7 years 234 days ago
@Blunion : Is there a misunderstanding between us ? If you like races where positions are frozen after qualifying and where teams finish in their order separated by 10 or more seconds and where strategy doesn't matter it's your own choice but I and a lot of other managers do like close races where the field is separated by 30s or less at the finish (50% leagues) and where you have to fight for your position and to play with strategy to make a difference, this is how we can take the most fun of it. We're a lot to find design and facilities are making too much differences between cars and should be tighten in the future.
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medal 5073 CEO & CTO
7 years 234 days ago
I'm not entirely satisfied with these ideas after reflecting on them for a couple of days and engaging with you in the forum. I'm closing this thread and going to create another thread with a newer series of proposals and close this one in the meantime. I will put up the new thread in a day or two.
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