ios-personmd-notifications md-help-circle

Profile

  • Guest
    medal 0
  • Posts: 21
  • Post Likes: 3765

Notifications

  • No Unread Notifications

General suggestions

warning
This thread is closed. Threads older than 6 weeks are closed automatically. To continue this discussion, create a new thread.
angle-double-left ios-arrow-back 1 ios-arrow-forward angle-double-right
md-lock This topic has been closed by the moderator
medal 5000
12 years 197 days ago
I’m playing iGP manager since it started and did so almost every day. In general I really like the game and think it is a lot better than a lot of game you have to pay for. Nevertheless there are a few things that bother me. I am pretty sure most of the mentioned already appeared in other threads but I just didn’t want to read all 200+. This way it is also more likely to be noticed.
 
[list]
[*]Spying is to easy and effective, so it’s not really worth it to “sacrifice” one season to get a better car for next season
[*]There should be new sponsors and technical suppliers coming every once in a while, just like existing ones should leave
[*]There is no development in technical suppliers, their qualities don’t change. Therefore everyone signs contracts with best engine, tyre and fuel brand and stays there.
[*]More Action on the personnel could be interesting. Other teams try to get your staff just like you try to get theirs, therefore negotiations like in real F1. Rich teams get the good staff.
[*]I’m missing an option for pre-season or in-season tests
[*]You might also think about including an option to design your car to be good at fast or slow tracks, easy to drive and slower or tricky but faster
[*]There are no more goals once you built all your facilities, therefore you just make more money but can’t really spend it on anything. Maybe an need for facility maintenance every once in a while or an option to build your own engine company, carbon parts, …
[*]As already mentioned in other threads, a in game weather would be a lot easier than the current system
[*]Everyone likes to finish his races but no DNFs a just not realistic. Of course you could use poor quality and old parts in your car, though I think that’s not really the idea… Therefore some failures would be fine. And while on it, why not adding a crash feature in one way or another which would make it possible to DNF because your driver crashes (into a wall or other car). It all depending on the skills like focus, anticipation, … Perfect would be some little crashes where car loses aero parts or blows a tyre and you can repair it in the pits.
[/list]
 
So far for today, feel free to comment my suggestions or ask if you don’t understand anything.
 
 
 S. Muller
md-quotelink
medal 5000
12 years 197 days ago
Forgot to add: I am not a programmer and my ideas might not all be easy or possible to integrate into the game. Just wanted to inspire you ;-)
md-quotelink
medal 5000
12 years 197 days ago
Yes most of your ideas and suggestions have been mentioned before. In fact I think everything is on the 'to do' list somewhere.

As far as I know spying is to be improved, sponsors and suppliers will be updated and a more dynamic element to be introduced, which will include staff and drivers.
Not sure about the car design for fast or slow tracks but it sounds interesting.
More facilities, and improvements to what is there, is definately to be implimented - as (I think) is crashing, etc
In-game weather is still in discussion as there seems to be no concensus of opinion on that one.

Having said all that it is good that these points are still coming up in discussion as it shows that players are keen to see them develope.
md-quotelink
medal 5000
12 years 196 days ago
Yeah, pretty much everything here has been suggested before, and I'm sure a lot of these are things that the developers would like to implement at some point, although don't quote me, as I don't speak for them :)
md-quotelink
medal 5000
12 years 190 days ago
The DNF thing with crashing should also depend on the pushing ;)
Heavy pushing with low concentration causes faster crashing etc

Start crashes, drivers behind it with lower anticipation are more likely to get involved
md-quotelink
medal 5000
12 years 189 days ago
Is it possible in a future update to have a button where you can make one of your drivers fall behind another?

I had objectives to get a 5th and a 7th for my drivers. The one needing 7th was 5th for a bit and the one needing a 5th was right behind.
md-quotelink
medal 5000
12 years 189 days ago
I like the suggestions, especially about building your own suppliers to get rid of some money, however i don;t really like the thought of crashes. Just something about paying to play a game and having my guy crash out on lap one just rubs me the wrong way. I mean if i underfill the car and runs out of fuel that's fine. Even the occasional but very rare puncture is ok but i'd rather it be down to who builds the best car, has the best staff and who has the best strategy. I don;t like the idea of random crashes deciding anything.
md-quotelink
medal 5000
12 years 189 days ago
More suppliers would be nice. Especially having more "top stream" suppliers all with different perks that can compete with each other. Engines with bottom end, engines with top end, some with better mid, you know, so different engines suit different tracks. At the moment it is just murk everywhere. Would be a ton more fun imo, and would also up the skill with making a good strategy.

How about a medium compound tyre? Don't F1 have 3 different types of slicks at the moment, or was it 4? I'm sure I remember seeing a super soft, soft, medium and hard, or was there no hard? I can't remember.

How about separate sponsors for the driver as opposed to just the team - Suits, raceboots, gloves, helmet design even? Could also be a feature to add to livery (so other people can see your cool gear) as an extra perk for subscribers?

Thats the main one though - More variety in suppliers. I think that would add a lot to coming up with a good strategy.

Are they allowed to play around with ignitions in F1 any more or was than banned a long time ago? It would be cool if there was some kind of feature to play around with your ignition mapping to change your power band (to suit hugely different tracks like Monza and Monaco.) I know this might be hard to implement but even having three different pre-set mappings for each engine supplier would be awesome.
md-quotelink
medal 5000
12 years 189 days ago
Woops, I see my engine mapping idea and tyre compound idea have already been mentioned in their own threads. Oh well.
md-quotelink
medal 5000
12 years 189 days ago
How about two manager teams. Is this a possible feature or not? I think it would be really cool if you could implement a system where if you have two driver teams, you can have two different managers (perhaps yourself and a friend?) Would be pretty fun for having a battle within your own team - Recreate the Alonso vs Hamilton rivalry etc haha...

md-quotelink
medal 5000
12 years 189 days ago
super soft,soft,medium and hard tyres :P
md-quotelink
medal 5000
12 years 189 days ago
"Jaxon
I don;t like the idea of random crashes deciding anything.

As far as I understand it the crashes would not be 'random'.
They would be due to very poor driver health, pushing an inexperienced driver to hard, collateral damage from another crash and maybe something to do with weather etc.   I can't remember the previous discussion about this but it might be something like that.

@ Ethan - I like this idea.
I frequently have the same problem but why they don't obey the 'let teammate overtake........'  is unfathomable - that's F1 drivers for you!
md-quotelink
medal 5000
12 years 188 days ago
I still think that your driver should make a mistake sometimes since real drivers would do the same. Naturally as a teammanager I would not like seeing my drivers crash or spin, but it would be more realistic. Of course the number and results of crashes would not always be the same and the should be influenced by skills and health the "push rate" in that race.
The same with mechanical failures. No matter how well prepared your car is, a zero DNF rate in 130 races is just not realistic. Could also depend on your design. Faster/Lighter parts but more likely to fail. Remember Red Bull Racing in 2010: car was fast as hell but all parts were really close to the limit and the car wasn't overly reliable.
md-quotelink
medal 5163
12 years 185 days ago (edited 12 years 185 days ago)
Spying is to easy and effective, so it’s not really worth it to “sacrifice” one season to get a better car for next season
Generally I tend to have full next season designing and use spy to improve the current season this method allows me to start with a 50-72. I prefer starting with a strong car with small improvements over the year with some additional boosts somewhere. Spying doesn't always work though, even if your performance is about 10 lower than theres, you may not find an upgrade to your model.

There should be new sponsors and technical suppliers coming every once in a while, just like existing ones should leave
View my post here. There is a huge detail of suggestions on advancing your team and sponsor/engines. The level of performance of engines should vary, but league seasons move a different speeds so updating them can be hectic at best.

There is no development in technical suppliers, their qualities don’t change. Therefore everyone signs contracts with best engine, tyre and fuel brand and stays there.
Read the above response.

More Action on the personnel could be interesting. Other teams try to get your staff just like you try to get theirs, therefore negotiations like in real F1. Rich teams get the good staff.
Team to team bidding should definately be available, however there would be two situations to jumping teams. After contract, the jumping staff would not include a penalty of compensation, however if they left the team under contract without successful request of release would penalize the signing team and the driver about  33% of their sign on fee from the new team and say 3 race wages given to the new team from the driver.

I’m missing an option for pre-season or in-season tests
Right now there is no 'testing' for car pieces but testing during a season is generally banned and must be field tested during practice or a race. Pre-season testing will require further depth in attributes which new car pieces will give. Something like 50 practices attaching new equipment to the car during that time would allow upgrades to be tested to see which one performs better.

You might also think about including an option to design your car to be good at fast or slow tracks, easy to drive and slower or tricky but faster
Fuel setting is what you are considering, braking Bias aswell. Two things can change in a race per car and driver which can influence the race. Mechanical Changes and Driver strategy changes. Pushing system is a driver centered system. Mechanical would be Fuel mixture and Brake Bias which is changable to consume less or more fuel and the brake bias would be entirely driver-only function which provides technical training.

There are no more goals once you built all your facilities, therefore you just make more money but can’t really spend it on anything. Maybe an need for facility maintenance every once in a while or an option to build your own engine company, carbon parts, …
True! However suggestions to bump driver costs and new suppliers etc would give more reasons to spend. WIth alot of income and low expendure, you can fully refit your car every race.

As already mentioned in other threads, a in game weather would be a lot easier than the current system
Random weather could generate weather that doesn't make sense to the time of the year the race is currently being held. The current system works fine but should be amended slightly if we would change to a generated weather that it wouldn't raid in nearly all races.

Everyone likes to finish his races but no DNFs a just not realistic. Of course you could use poor quality and old parts in your car, though I think that’s not really the idea… Therefore some failures would be fine. And while on it, why not adding a crash feature in one way or another which would make it possible to DNF because your driver crashes (into a wall or other car). It all depending on the skills like focus, anticipation, … Perfect would be some little crashes where car loses aero parts or blows a tyre and you can repair it in the pits.
Nobody likes crashing and retirements, currently, it's exactly like FIA would want F1 to be like. Incident free, but accidents could ruin people's races and really upset people, but to add these things, Mechanic's levels would reduce the chance of failing to attach refit tyres and fuel and (as it does now) time to refit tyres an fuel. Driver's Attributes that effect skill and morale could effect his performance aswell as the pushing system. Two cars pushing hard side by side, on the final race with equal standing in the championship would try to find the tiniest gap to get infront, greatly increasing risk. This however is very long term and would require a 3D race.
md-quotelink
medal 5000
12 years 184 days ago
My "revolutionary" idea to car design as already posted in another thread (where it doesn't really belong):
"Nevertheless I want to introduce a new approach to the design topic. Not really sure if it is possible and haven't quite gone through it completely...

What if we dismiss the current limitation to a 100% that everyone than reach so easily and make it more realistic, open limit so to speak. Your design progress depends on how many designers you have and how qualified they are. Therefore the most developed car/component defines 100% and everything else is compared to this car/component. So only one car/component in a league has a 100% and all others are below. That way it becomes more challenging to keep a good car for two or more consecutive years.

I hope my idea is understandable. If not, feel free to ask. It's certainly nothing that can be done in the next two months but I could easier live with the flaws of the current system if you like (parts of) that idea and start working on it."

@  David

I just think the whole car design deserves a change. To me it seems not right that spying is as effective as it is now. If you are at 10% and you spy on a 85% part, your part improves 50% of that gap (at least that is how it looks to me) and has 48% then. In my opinion it is to easy, you could almost get rid of your design team and do all the development by spying.
Additionally I think the percentages of current/next season aren't good. I understand why it is chosen that way (not have 100% every year) but to me it doesn't make sense that you can develop your next year car at a steady 20% per race all the way up to 100 when this year's car is "bad" enough. And also the other way round. why shouldn't you be able to development to design next year's car porperly when the current one is already at a 100% (and therefore needs no further designing).

"You might also think about including an option to design your car to be good at fast or slow tracks, easy to drive and slower or tricky but faster."

Seems like you got me wrong with this one. What I meant was focusing more on downforce but more aerodynamic resistance or less downforce but more slippery, Monaco versus Monza to exaggerate a little bit. Or mechanical grip versus aerodynamical grip. I wasn't talking about the pre race setup.

I agree with you on random weather but it just isn't real to race in snow (like it happened this winter).

And if someone gets upset because your driver crashes or car fails, sorry but then this is maybe the wrong game for them.
md-quotelink
md-lock This topic has been closed by the moderator
angle-double-left ios-arrow-back 1 ios-arrow-forward angle-double-right

You must be logged in to post a reply.