Chris
Dave
I agree with the strategic points you make entirely, my beef with boost isn't about it as a game tool, it is that it IS a game tool. It is silly, in a game which claims to be a simulation game, to see cars knocking up to seven seconds off their previous best lap time. That's a videogame thing and completely takes away the 'suspension of disbelief' thing that a simulation game tries to give. Boost (and the overpowered drs are fine as strategic tools in a driving videogame, but I feel a simulation should try to be more in line with the challenges actually faced in the real thing. This would be more like pushing worn tyres beyond their limits and having an off, trying to find clean air for faster laptimes, having a flexible strategy to cope with changing conditions and possible safety cars. These are what real team bosses deal with and these are absent from iGP, unfortunately.
I could be wrong but where does this game claim to be a simulation game? I thought this was a management game, not a simulator :/ (I can't find it being marketed as simulation anywhere)
I personally like the boost the way it currently is. You can spend it little by little, all at once or none at all. It is all up to each manager and it is the same for everyone. Limiting the boost in any way would only shrink the difference between good management and bad management which in my opinion would be a step in the wrong direction. Good management should pay off and I would gladly see many more factors added for everyone to manage, both actively during races and passively.
There is possibly one way I would like the boost to change, which is to remove it completely for everyone that is not active during races but that is another topic.
IGP website... First banner section is entitled "Live Race Simulation", it's one of the very first things you see. In various articles the fou der Jack Blasford, who's came from actual sim racing, talks about the melding of wide access gameplay vs detailed simulation and the difficult balance. Boost is specifically mentioned as being "arcade". I agree with this description entirely. I just think it could be made less of a metagame attraction and more engrossing for managers by moving boost nearer to F1 reality and getting rid of the magic power button side of it. Gaining seven seconds a lap is silly, this game should aim higher than that. My call, make boost a small boost rechargeable per lap, like KERS, nerf the drs train and give back the clean air advantage and finally get some incidents, offs, safety cars, changeable conditions, something to challenge managers in race beyond the 'how do I find the right drs train for me and stay in it?' question. No team boss in F1 ever asked that question, so why should we?