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Kers

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medal 5033
5 years 214 days ago
Hi managers, developers. I would like you to read these suggestions of mine carefully. I and my friends run an Italian community on Facebook that only talks about iGP with over 900 members. 
With the various interventions and posts we get an idea of what likes or could be improved.  One of the things we think needs to be improved is the management of the Kers
The most annoying thing in a very competitive league is to see the cars tailgating each other and then you see all the cars deploy the full kers in the last lap. 
The manager with high level even if he misses the strategy, in the last lap he goes to win consuming 100% of kers. 
And even the fastest lap or record are unrealistic

Our proposal is to limit the use of kers, for example with a maximum limit of 10% for lap.  What do you think?
         

By Staff 
iGP Manager Italia Facebook Group




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medal 5148
5 years 214 days ago
i like that idea, would make the game more realistic.
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medal 5000
5 years 212 days ago
Good idea
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medal 5000
5 years 212 days ago
I prefer how this game currently is. What you proposed would limit the number of Kers strategies.
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medal 5000
5 years 212 days ago

Jason
I prefer how this game currently is. What you proposed would limit the number of Kers strategies.


Same, sometimes i like to sacrifice one of my drivers in the first three laps to give the other a pull of drs when in front.


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medal 5000
5 years 211 days ago
We've just finished a race, I was in 2nd, the leader was pulling away from me at the rate of 2 tenths of a second per lap and at the start of the last lap was 3 seconds clear. I'd already said in race chat that I only had 5% boost left, he was active in the chat and saw my message, I know, cos he commented on it. Yet  he used all his boost on that last lap to open his lead to 11 seconds and get the fastest lap. Now, I don't care if I finish 2nd by 3 seconds or 11 seconds, it's still 2nd and I get the same number of points. What is stupid though, is the winner was doing laps of 1:39 - 1:40 (it was a wet race) and then on the last lap he did a 1:31. That's totally unrealistic and looks stupid, there's no way in F1 or any other form of racing that I'm aware of that a car can go 7 or 8 seconds faster even using boost, engine mapping and new tyres all together. That's why this practice should be stopped.
I'm not sure a 10% limit is correct, that may be a little too much, perhaps 20% is more realistic  
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medal 5000
5 years 211 days ago
Or maybe spread it out per lap. For instance when 28 laps.. after 2 laps u get kers. 
So divide the 100% by 26 laps n u get the amount of kers u can spend per lap.
And while were at it lets get into kers
Its a system that uses braking to charge a battery. So maybe we shouldnt have 100% at start but 0, n then charge it a tiny bit everytime we brake.

N while we're at realistic again......
Lets get rid of refuelling cus that time has passed long ago

Am i taking it too far again?
The whole game is not realistic.
Thats why its a game.

It seems u all seem to know saving all the kers till the last lap is the best.. then why do u all spend it so early?
....
Realisticly..
Can we please let people decide their own kers strategy and stop using non realistic as an argument untill we all get our superlicense



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medal 5812 Super Mod
5 years 211 days ago
To be clear: iGP is not trying to realistically mimic F1. If we did, iGP races would become as boring as nowadays F1 races ;)
If we would limit kers usage to a certain % per lap, or give only very limited kers per lap and then regenerate by the next lap, then everyone would use their kers at the exact same moment, where it is most beneficial, on just a few places in the lap, just like in real F1. It would make races more boring as it would not allow anymore for different strategies to be used.
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medal 5000
5 years 211 days ago
For me stop auto kers I got strategies to use it in good time then got disconnect  when back 40% kers gone. If for update kers one idea do it for several laps like 10/15 then it got reset it's benefits active players more it's my opinion. But first of all tern off auto kers it's destroy your strategies some times
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medal 5000
5 years 210 days ago
I agree, it's frustrating. 
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medal 5000
5 years 210 days ago
Yes, I agree too, remove autokers and make it so that all managers how aren't online on the last lap use 50% of what's left of they're kers instead of being able to use auto use kers throughout the race
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medal 5000
5 years 209 days ago

Marco
Hi managers, developers. I would like you to read these suggestions of mine carefully. I and my friends run an Italian community on Facebook that only talks about iGP with over 900 members. 
With the various interventions and posts we get an idea of what likes or could be improved.  One of the things we think needs to be improved is the management of the Kers
The most annoying thing in a very competitive league is to see the cars tailgating each other and then you see all the cars deploy the full kers in the last lap. 
The manager with high level even if he misses the strategy, in the last lap he goes to win consuming 100% of kers. 
And even the fastest lap or record are unrealistic

Our proposal is to limit the use of kers, for example with a maximum limit of 10% for lap.  What do you think?
         

By Staff 
iGP Manager Italia Facebook Group







Marco, I understand what you are getting at, but I find it hard to believe that all of the drivers on the grid have 100% kers until the last lap. If you used this strategy in the league I'm in, you would probably be too far behind (even with 100% kers) because you would have missed the DRS at some point.


Last night (Spa), I was a few seconds ahead on the last couple of laps, but had 20% kers. The 2nd place car had around 70% kers. I deployed my kers once the 2nd place driver was about to overtake and kept ahead. You definitely don't need to have 100% kers for the last lap to win.

I will often save a decent amount of kers for the last few laps, but I've never had 100% left and if I did, I wouldn't be able to deploy it all for both drivers as I use my phone.

I think leave it as is, as I want to decide how much to use and when to use it.

p.s. I'm in MJL, a 50% League
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medal 4994 Moderator
5 years 209 days ago
Yes, just saving all the KERS won't get you to the top either. The trick is managing your race such way that entering the last lap you have the best combination out of speed, position and remaining KERS.

That said I wouldn't mind if the total amount of KERS would be less, maybe half, but also a little bit generated back every lap with the sum of the KERS available from start (lap 3 that is) and generated being above the total you can store at one time.

But as I mentioned already, in the game of my dreams the leagues have the options to choose from using KERS at all, a few battery size options, start with 0-100% (5 or 10% steps maybe) full and finally if it should regenerate like 0-10% per lap.
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medal 5003
5 years 209 days ago
@Alexi. KERS management/strategy is also dependant on Technology level. Since retiring my L20 team my experience with this L18 team is the KERS is less powerful and is used up more quickly. I think you would have had a much harder time last night with so much less KERS if the other team was also L20 Technology.
However, regardless of that I agree that retaining 100% KERS until the last lap is not likely to be a winning strategy in The MJL with so many competitive teams.
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medal 5000
5 years 208 days ago
In our league, I find that the teams who have cars with a chance of winning will use boost throughout the race but if they have one of their cars in positions 12 to 18 they will, early on in the race, decide to save their boost so that they can go for the "glory" of Fastest Lap. In doing so, they will gain places and probably boost past some lower developed teams who have battled through the race to scrape into the top 10. These teams need points and to have them taken away by someone just looking for the "glory" lap, is frustrating to say the least. 
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medal 5000
5 years 207 days ago
Nice idea Marco
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medal 5073 CEO & CTO
5 years 204 days ago (edited 5 years 204 days ago)
On auto-kers, we have changed the implementation in a way that I think will make everyone happy:
https://igpmanager.com/forum-thread/17329

As for the original suggestion or limiting % per lap, I'm not a fan of this because it limits strategies. As Gert has said our goal is not to replicate F1 or any other series directly, but to create the most interesting gameplay possible. This is why we still have refueling, for example.

When we first implemented Boost / KERS, we implemented it exactly as it was in reality at the time, with it recharging every lap from braking energy. This resulted in the most boring, routine races possible. Everyone pressed the button on the same straight, at the same time (like an F1 driver would) for "optimal" lap times, and it was a chore, with zero strategy. We're talking years and years ago, before many of you were here so you haven't seen how boring it was, it felt like being chained to your PC to press the button on a routine. It was seeing how poor this was that we opted to allow total flexibility and strategy.

Lastly, on the claim that it's unrealistic for a car to go 8s faster in one lap... actually it's pretty realistic. The quantity we allow is "not like F1" but that isn't the same as not being realistic. To illustrate this, I tried to find information on F1's KERS, and came across a quote on Quora:

80bhp is available for anything up to 6.67s per lap, which can be released either all in one go, or at different points around the circuit. Lap time benefits range from approximately 0.1 to 0.4s.

In 2014, F1 also doubled the power output to 160BHP. So let's for the sake of simplicity assume that would double the lap time gain to up to 0.8s, with just 6.67s of boost. The KERS in iGP is available for an entire lap without breaks. In the end, it's easy to see how this would convert to 8 seconds of lap time gain. It's not like F1, but it is realistic.
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medal 5000
5 years 199 days ago
an idea for kers.

level 1-4 tech for kers gives 1 batteries
level 5-9 tech for kers gives 2 batteries
level 10-14, 3 batteries
level 15-18, 4 batteries
level 19-20, 5 batteries

every lap you recharge 1 battery (or perhaps its based off braking level, and tyre level or something), or how many corners in the track and how hard you brake for them?)

then you have all of your batteries to use whenever they are charged. This means higher levels can charge their batteries and use more tactically, but also at rave start your kers is empty, so fast chargers might outdo a higher level off the start. Etc etc.

also, the current incremental benefit of kers upgrades would need to remain otherwise aside from key levels, upgrading kers would be pointless
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