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New Design system

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medal 5000
11 years 187 days ago
Just wondering if the new design system will mean the car can constantly be updated and upgraded or i there will be a point where the car is the best and cant be improved. I feel that a car can always be improved and would be a good idea not to make a limit on design upgrades.
md-quotelink
medal 5145 CEO & CTO
11 years 187 days ago (edited 11 years 187 days ago)
The new system attempts to address all of the flaws of the old (current) system, which are:
[list]
[*]Starting the season with a perfect car (too much control over next season designs)
[*]Being uncompetitive for a whole season and how that causes an activity pattern over the seasons something like: VVVVV
[*]Lack of variation in approach (everyone does the same thing once they "figure it out".)
[*]Due to all of the above it becomes too predictable after a while, lacks excitement
[*]Rookie tier can intimidate new players as people can have 100% perfect cars
[/list]
Under the new system:
[list]
[*]You don't get to micro-manage the next season design, but it is not random. The car inherits the strengths and weaknesses of the Chief Designer that built it. Levels start low and in no tier can any team reach total perfection.
[*]Variation: teams can design for street circuits, low downforce circuits, high downforce circuits, and how these characteristics perform can vary with the weather. This means windows of opportunity within a race as well as from circuit to circuit. Something like how in F1, the Renault could "switch on" in hot climates, and other cars suit other conditions.
[*]Reliability also has to be managed now, so it's no good investing everything in performance if you don't finish the race.
[*]There is a design cap and project limit for each tier. Rookie has the lowest limit for performance and projects and Elite is essentially "unrestricted" making the tiers truer to their names. Rookie will be far less intimidating to new players, with less to do it will be easier to learn the ropes. Plus nobody in Rookie can have a car above 40% of the performance of an Elite car.
[*]If you get promoted or relegated your next season design is scaled up or down accordingly, meaning being a Pro team coming to Rookie doesn't give you an edge in design, only your drivers and staff will likely be better. The scaling isn't noticeable though, because relegation occurs first, then the design is released and you start with that platform for the season.
[/list]

Whew, once I started I couldn't stop. I'll refer anyone to this post if I get more questions. :P
md-quotelink
medal 5000
11 years 187 days ago
"Jack
The new system attempts to address all of the flaws of the old (current) system, which are:
[list]
[*]Starting the season with a perfect car (too much control over next season designs)
[*]Being uncompetitive for a whole season and how that causes an activity pattern over the seasons something like: VVVVV
[*]Lack of variation in approach (everyone does the same thing once they "figure it out".)
[*]Due to all of the above it becomes too predictable after a while, lacks excitement
[*]Rookie tier can intimidate new players as people can have 100% perfect cars
[/list]
Under the new system:
[list]
[*]You don't get to micro-manage the next season design, but it is not random. The car inherits the strengths and weaknesses of the Chief Designer that built it. Levels start low and in no tier can any team reach total perfection.
[*]Variation: teams can design for street circuits, low downforce circuits, high downforce circuits, and how these characteristics perform can vary with the weather. This means windows of opportunity within a race as well as from circuit to circuit. Something like how in F1, the Renault could "switch on" in hot climates, and other cars suit other conditions.
[*]Reliability also has to be managed now, so it's no good investing everything in performance if you don't finish the race.
[*]There is a design cap and project limit for each tier. Rookie has the lowest limit for performance and projects and Elite is essentially "unrestricted" making the tiers truer to their names. Rookie will be far less intimidating to new players, with less to do it will be easier to learn the ropes. Plus nobody in Rookie can have a car above 40% of the performance of an Elite car.
[*]If you get promoted or relegated your next season design is scaled up or down accordingly, meaning being a Pro team coming to Rookie doesn't give you an edge in design, only your drivers and staff will likely be better. The scaling isn't noticeable though, because relegation occurs first, then the design is released and you start with that platform for the season.
[/list]

Whew, once I started I couldn't stop. I'll refer anyone to this post if I get more questions. :P


Will this be more emphsis on the design than the driver?
md-quotelink
medal 5145 CEO & CTO
11 years 187 days ago
Initially the driver will probably have a bigger impact, because levels start fairly even. But as the season progresses and people take different design paths then absolutely, the car will start to be the key. Reliability on its own is an attribute that is bigger than the driver. If the driver can't finish, as with performance upgrades it's not going to matter what they do. It will be down to the manager how far they want to push the envelope.

At least it's safe to introduce such a concept under the new system because there is clear feedback. If we made DNFs a regular occurrence now people would be confused I suspect, but with a "reliability" rating it will be fairly obvious why the DNFs are happening.
md-quotelink
medal 5000
11 years 187 days ago
"Jack
Initially the driver will probably have a bigger impact, because levels start fairly even. But as the season progresses and people take different design paths then absolutely, the car will start to be the key. Reliability on its own is an attribute that is bigger than the driver. If the driver can't finish, as with performance upgrades it's not going to matter what they do. It will be down to the manager how far they want to push the envelope.

At least it's safe to introduce such a concept under the new system because there is clear feedback. If we made DNFs a regular occurrence now people would be confused I suspect, but with a "reliability" rating it will be fairly obvious why the DNFs are happening.

Will there be an option to use the simpler versions for league managers or can league managers have more control over the ugrades etc?

I was only asking as there should be 60/40 element 60% the car 40% the driver input. This sounds like it will be more like the car has the upper hand.


md-quotelink
medal 5159
11 years 186 days ago (edited 11 years 186 days ago)
Jack, how much are we allowed to discuss about the new Design System? Considering you displayed a pic giving out alot of information, are our tongues still tied? :P

Also are the technical directors going to be accurate in their calculations of fuel, with a forever changing car fuel consumption, this will greatly leviate the stress of calculating overfuel. If not, could we get some kind of equation to calculate from to learn the system at a theorycrafting standpoint?
md-quotelink
medal 5000
11 years 186 days ago
I thought you were quitting the game?
md-quotelink
medal 5000
11 years 186 days ago
I'm curious about how this system will be implemented and if we will be given sufficient notice of it?

EG: Does the update just happen and if say you're half way through your current season and you have a 100% car and your opponents have a 40% car, will you all go back to equal or will you keep the advantage you had?
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medal 5156
11 years 186 days ago
+1 on Jason's comments, if so i wont bother developing the following season car, if at round 5 its all going bk to 1% etc for example....

so can u give us at least 17 days notice for when its being implimented with a announcement in this forum plz.
md-quotelink
medal 5000
11 years 186 days ago
+1 on garys and Jasons comment :)
md-quotelink
medal 5145 CEO & CTO
11 years 186 days ago
Well, I'll be doing my best to port over whatever "current season car" you have, as of yet I'm unsure of the fate of the next season car. There will be plenty of notice before it goes live (weeks, if things are going well and predictably enough).
md-quotelink
medal 5000
11 years 186 days ago
"Chris
I thought you were quitting the game?


I thought you had as well :D
md-quotelink
medal 5145 CEO & CTO
11 years 185 days ago
Something I didn't mention but was reminded by working on it today... all suppliers will have the same basic level, but each offers a bonus to the design. It's about choosing the one that brings the levels up that you want to target.

This will stop everyone flocking to an obvious choice as when there is a "best" and "worst" supplier. As you may be starting to notice, this update has required virtually every aspect of the game to be altered or rebuilt to match this new system, from assembly to suppliers to design to the simulation of the cars.
md-quotelink
medal 5159
11 years 185 days ago
"Jack
Something I didn't mention but was reminded by working on it today... all suppliers will have the same basic level, but each offers a bonus to the design. It's about choosing the one that brings the levels up that you want to target.



This will stop everyone flocking to an obvious choice as when there is a "best" and "worst" supplier. As you may be starting to notice, this update has required virtually every aspect of the game to be altered or rebuilt to match this new system, from assembly to suppliers to design to the simulation of the cars.


 I noticed them all being rather the same, also noticed that the Chief Designers will now have a strength to one design attribute (ie Downforce) and a weakness to another attribute (ie Acceleration), different for each Chief Designer. I am assuming the suppliers are going to have the same effect.

Sponsors however have obvious attributes either at the moment on beta, what's going to be new with them?
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medal 5000
11 years 185 days ago
David - shouldn't you be discussing these questions on the Beta site?
I know a lot of people will want to know what is being planned but some of what is being tested might be ditched before use on the live site.
Better not to give people a false impression.
md-quotelink
medal 5000
11 years 185 days ago
One big question with this new system springs to mind. Can we queue updates to start after the current one's finish? Or are those who can't be online at that exact hour their updates finish will be losing out potential development time?
md-quotelink
medal 5000
11 years 185 days ago
Regarding the strengths and weaknesses of Chief Designers, how are these going to be assigned to the existing designers, and will we be able to see the strengths/weaknesses when searching for Designers?
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medal 5159
11 years 185 days ago
"Jake
David - shouldn't you be discussing these questions on the Beta site?

I know a lot of people will want to know what is being planned but some of what is being tested might be ditched before use on the live site.

Better not to give people a false impression.


I would but you never get a reply :p
md-quotelink
medal 5145 CEO & CTO
11 years 184 days ago
"David

"Jake
David - shouldn't you be discussing these questions on the Beta site?

I know a lot of people will want to know what is being planned but some of what is being tested might be ditched before use on the live site.

Better not to give people a false impression.



I would but you never get a reply :p

It's hard to reply if you haven't made a post to reply to. Telepathy is not my strong suit.
md-quotelink
medal 5000
11 years 183 days ago
I would recommend some kind of scaled system that would allow some of this season's design work to carry over to next season's design work.  This would be more to real life in how a lot of the different F1 teams will base next year's design on the current year's car.
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