ios-personmd-notifications md-help-circle

Profile

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

Notifications

  • No Unread Notifications

Nurses

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 2 ios-arrow-forward angle-double-right
medal 5000
11 years 145 days ago
If chief designers has designers, if technical director has mechanics and engineers, why not doctor can have nurses ? They can look like this and can both heal injured drivers and boost morale:

http://www.costumeslife.com/images/uniform_costumes/hot-nurse-costume-1.jpg
md-quotelink
medal 5000
11 years 145 days ago
LOL XDDDDDDDDDDD
md-quotelink
medal 5000
11 years 145 days ago
I second that idea........... +1 for me...
md-quotelink
medal 5000
11 years 145 days ago
+1    :)
md-quotelink
medal 5000
11 years 145 days ago
It's actually not a silly idea.

More nurses = less driver atrophy.

Would make an interesting balance for staff
md-quotelink
medal 5000
11 years 144 days ago
20 nurses that look like that I wouldn't get any work done.
md-quotelink
medal 5159
11 years 144 days ago (edited 11 years 144 days ago)
Better idea, If you want personel for medical, it would be Driver Staff, such as an assistant, physiotherapist and a Race Engineer.

The assistant helps maintain the morality of the driver.
The Physio helps maintain improve or Maintain the driver's physical stats
The Race engineer helps provide the driver the best setup possible.

Down the line I'll be offering a revamp for staffing in a FIFA UT style, where you will get Aerodynamicists, Engineers, Mechanics, Mechanical designers, Lollypop man, Jack mechanics, Drill teams and so on.

Staff limits would still limit the staff you have so basically you could only have 3/5 Aerodynamicists etc.

This way, the team's staff setups are different but each department has a cap on how many can be added to the team.
md-quotelink
medal 5000
11 years 144 days ago
"Alin
If chief designers has designers, if technical director has mechanics and engineers, why not doctor can have nurses ? They can look like this and can both heal injured drivers and boost morale:

http://www.costumeslife.com/images/uniform_costumes/hot-nurse-costume-1.jpg


But what do you propose to have available for nurses when your driver(s) is/are female? :p
md-quotelink
medal 5159
11 years 144 days ago
"James

"Alin
If chief designers has designers, if technical director has mechanics and engineers, why not doctor can have nurses ? They can look like this and can both heal injured drivers and boost morale:



http://www.costumeslife.com/images/uniform_costumes/hot-nurse-costume-1.jpg






But what do you propose to have available for nurses when your driver(s) is/are female? :p


I really don't see the issue here.
md-quotelink
medal 5000
11 years 144 days ago
How in the world did I not see that coming?
md-quotelink
medal 5000
11 years 139 days ago
Since i found a post about staffs, I would like to know if since we are gonna have aerodynamicists and other guys, will the staff capacity be increased? like 200 is the maximum right now, will there be more capacity to hire more staff?

Just want to know thanks :)
md-quotelink
medal 5159
11 years 138 days ago
"Akisch
Since i found a post about staffs, I would like to know if since we are gonna have aerodynamicists and other guys, will the staff capacity be increased? like 200 is the maximum right now, will there be more capacity to hire more staff?

Just want to know thanks :)


Way ahead of you on this :) I'm writing a design to propose to Jack for possibly Patch 1.3, which includes 21 new hirable staff, to go with your 200 workers.
md-quotelink
medal 5159
11 years 138 days ago
"Akisch
Since i found a post about staffs, I would like to know if since we are gonna have aerodynamicists and other guys, will the staff capacity be increased? like 200 is the maximum right now, will there be more capacity to hire more staff?



Just want to know thanks :)


Way ahead of you on this :) I'm writing a design to propose to Jack for possibly Patch 1.3, which includes 21 new hirable staff, to go with your 200 workers.

As a little preview,
[list]
[*]You will have a dedicated Pit Team (of eight squads: Fuel Team, Left front tire team, front jack etc) that can either reduce teh average time, or mistake chance, or chance of performing a 'perfect' stop.
[*]Also includes Test Drivers (Part of the Design Team) who will grant a bonus to the car for the race (specific to what Trait they have), if you used them to practice that car.
[*]Your driver will have a physiotherapist, Race Engineer and a Driver Assistant to help boost morale, physical, and setup.
[*]Financial will have bonuses on who you hire, one can have a bonus to sponsor income, merch costs and even, Interest Rate on your Team's Bank Balance. (Financial includes Commercial Manager, Retail Manager, and Financial Accountant)
[*]There will be a Chief Talent Scout Officer that can target searching for drivers under a particular weight, or even age etc.
[*]You will still have your Design Workers for working on projects and Mechanics and Engineers to fit the cars, marketers to sell merchandise.
[*]Each new Vacancy is created via leveling up, you don't get all 25 Staff members straight away.
[*]Each Contract are to last per season, and not per race with an overall Season Salary pay which pays in chunks after every race.
[*]Wage is categorised with 3 grades, which is total per Season, not per race, ie, Technical directors will earn between 300-500k per season.
[*]Overall Level of each Staff will give a bonus to their chosen Trait, ie a Level 10 Aerodynamicist that specializes in Downforce will have +1.1 to Downforce
[*]Finally, The Team Boss (you) can choose from three Traits which cannot be changed after creation (except via reset): -20% to Driver Signing Fee, -10% to Design Project Costs, or +5% to Sponsor Income.

[/list]
So yeah without giving you alot of info, this is what I am currently doing in some of my spare time, working on methods of introducing

Also forgot to mention, Training Staff no longer provides bonuses, but rather grants a particular department XP towards their overall, aswell as a boost to their Traits for the next race, ie Training Pit Team will Cut Pit time, mistakes and chance of perfect stop by a small ammount.
md-quotelink
medal 5000
11 years 138 days ago
"David

"Akisch
Since i found a post about staffs, I would like to know if since we are gonna have aerodynamicists and other guys, will the staff capacity be increased? like 200 is the maximum right now, will there be more capacity to hire more staff?



Just want to know thanks :)


Way ahead of you on this :) I'm writing a design to propose to Jack for possibly Patch 1.3, which includes 21 new hirable staff, to go with your 200 workers.

As a little preview,
[list]
[*]You will have a dedicated Pit Team (of eight squads: Fuel Team, Left front tire team, front jack etc) that can either reduce teh average time, or mistake chance, or chance of performing a 'perfect' stop.
[*]Also includes Test Drivers (Part of the Design Team) who will grant a bonus to the car for the race (specific to what Trait they have), if you used them to practice that car.
[*]Your driver will have a physiotherapist, Race Engineer and a Driver Assistant to help boost morale, physical, and setup.
[*]Financial will have bonuses on who you hire, one can have a bonus to sponsor income, merch costs and even, Interest Rate on your Team's Bank Balance. (Financial includes Commercial Manager, Retail Manager, and Financial Accountant)
[*]There will be a Chief Talent Scout Officer that can target searching for drivers under a particular weight, or even age etc.
[*]You will still have your Design Workers for working on projects and Mechanics and Engineers to fit the cars, marketers to sell merchandise.
[*]Each new Vacancy is created via leveling up, you don't get all 25 Staff members straight away.
[*]Each Contract are to last per season, and not per race with an overall Season Salary pay which pays in chunks after every race.
[*]Wage is categorised with 3 grades, which is total per Season, not per race, ie, Technical directors will earn between 300-500k per season.
[*]Overall Level of each Staff will give a bonus to their chosen Trait, ie a Level 10 Aerodynamicist that specializes in Downforce will have +1.1 to Downforce
[*]Finally, The Team Boss (you) can choose from three Traits which cannot be changed after creation (except via reset): -20% to Driver Signing Fee, -10% to Design Project Costs, or +5% to Sponsor Income.

[/list]
So yeah without giving you alot of info, this is what I am currently doing in some of my spare time, working on methods of introducing

Also forgot to mention, Training Staff no longer provides bonuses, but rather grants a particular department XP towards their overall, aswell as a boost to their Traits for the next race, ie Training Pit Team will Cut Pit time, mistakes and chance of perfect stop by a small ammount.

Not to shoot your ideas down some of them are good. But lets say half this gets put in wouldnt this get too time consuming for some people. Could you not have the current system and this, or its down to the league manager to have this allowed?
md-quotelink
medal 5159
11 years 138 days ago
with the way things are changing in beta, this is a good step to take as a baseline feature, this solves many things:
[list]
[*]Teams will always be different, winning strategies can differ for every team.
[*]More ways to spend money, making the game far less Linear
[*]More Control over how pitstops are performed: Averagly fast stops, flawless stops or suddenly fast pitstops.
[*]Determinable differences between Staff of the same type, to the point they change your team.
[*]Giving much more control over your team in areas you should have but currently don't have access to.
[*]Most of the features that I have described are things that others want in this game.
[/list]
md-quotelink
medal 5000
11 years 138 days ago
"Stuart

"David

Way ahead of you on this :) I'm writing a design to propose to Jack for possibly Patch 1.3, which includes 21 new hirable staff, to go with your 200 workers.

So yeah without giving you alot of info, this is what I am currently doing in some of my spare time, working on methods of introducing

Also forgot to mention, Training Staff no longer provides bonuses, but rather grants a particular department XP towards their overall, aswell as a boost to their Traits for the next race, ie Training Pit Team will Cut Pit time, mistakes and chance of perfect stop by a small ammount.

Not to shoot your ideas down some of them are good. But lets say half this gets put in wouldnt this get too time consuming for some people. Could you not have the current system and this, or its down to the league manager to have this allowed?

I have to agree with Stuart here, and this from someone who enjoys micro-managing strategy games and god games. The concepts are there but I think you're wanting to break it down into what would likely make this game less appealing to the mass and cut the potential market down to only super niche players. Sustainability of the game will be important and that means more players who can climb the learning curve.

Since you mentioned it before, I'll assume everything would be properly documented this time so new players gain an understanding of what they should be spending their time and money on... After all, I thought that's how your spare time was being spent ;)

And the final point you make is quite funny to me, training staff... you might as well just say "fix it" and be done with it as the current system should already have this xp increase after training staff.

Good luck! I hope we see the current patch soon so they can get to work on some of these. Of course it also makes me sad as it indicates that you're not seeing these types of changes in the current patch :(
md-quotelink
medal 5000
11 years 138 days ago
"David
with the way things are changing in beta, this is a good step to take as a baseline feature, this solves many things:
[list]
[*]Teams will always be different, winning strategies can differ for every team.
[*]More ways to spend money, making the game far less Linear
[*]More Control over how pitstops are performed: Averagly fast stops, flawless stops or suddenly fast pitstops.
[*]Determinable differences between Staff of the same type, to the point they change your team.
[*]Giving much more control over your team in areas you should have but currently don't have access to.
[*]Most of the features that I have described are things that others want in this game.
[/list]

Nice way not to answer the question. Two different sports same kind of game FM2013 has two different modes full so coaching tactics tech director etc etc and they have a basic mode. It gives more options to more people.

+1 with Jeff
md-quotelink
medal 5000
11 years 138 days ago
I love this game despite it's big flaws but if I had to manage 21 different types of staff I'd quit immediately as it would suck every inch of fun out of the game for the casual player. Use the age old KISS acronym. Making the game more complex is not neccessary to make the game more challenging.
md-quotelink
medal 5000
11 years 138 days ago
"Kade
I love this game despite it's big flaws but if I had to manage 21 different types of staff I'd quit immediately as it would suck every inch of fun out of the game for the casual player. Use the age old KISS acronym. Making the game more complex is not neccessary to make the game more challenging.


agreed to an extent but at the moment the game does need more depth. everything is way too static at the moment and everyone follows the same pattern.
md-quotelink
medal 5159
11 years 138 days ago
Know the devs if they take my idea, they'll scale it back anyways, as the goals seem to be to keep it as simple but depth.

Consider the game as aerodynamics, they want Downforce, without creating Drag. It is possible, but difficult.
md-quotelink
angle-double-left ios-arrow-back 1 2 ios-arrow-forward angle-double-right

You must be logged in to post a reply.