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Design system concept

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medal 5219
4 years 191 days ago
Hey guys, so there is an issue that has been discussed recently on the Blog about the Design system where it is possible to cap out all points and to force decisions, the race Calendar should be reduced.

Unfortunately, I don't see how this will benefit, as everyone will still be able to max out Acceleration, Downforce, Handling and Braking. As such,  we'll just see the same Design Path for every car.

We need a way to add a bit of Controlled RNG, while using the same elements of the design into the car.

Developing a Part:

Lets use the Front Wing as an example. We could imagine the Front Wing could bring 4 different stat changes to the cars we have today:


  • Downforce - The Forces of the Air pushes the car down, improving high speed cornering

  • Acceleration - The Drag or Airflow around the car. Higher Downforce would mean lower Acceleration

  • Tyre Efficiency - Helps pin the wheel to the ground, reducing damage from reducing under-rotation.

  • Cooling - As it directs airflow around the car, it can also throw the air into the car's Sidepods or Engine Intake.



So lets take an option on designing a new front wing. We would have three options to find Improvements:

So if we chose the option to Improve Downforce:



  • ++ Downforce

  • - Acceleration

  • + Tyre Efficiency

  • - Cooling



What about an option to Reduce Drag:

  • - Downforce

  • ++ Acceleration

  • - Tyre Efficiency

  • + Cooling



Or maybe even a balanced approach

  • +Downforce

  • +Acceleration

  • +Tyre Efficiency

  • +Cooling






This way, when we develop a car, we will be able to help produce parts which forces us to make sacrifices in other stats. Never allowing us to achieve the perfect 100/100 car.

Where does the Design Office come in.

Well instead of just granting +1 Point like it does now. each level grants a benefit. Lets see an idea:

  1. Allows Development of the Front Wing, Engine Cover, Rear Wing and Underbody

  2. Grants an additional 1 Point of Stat to be applied to a developed part

  3. Reduces the cost of Developing Aero bodywork by 3%

  4. Allows the Design team to develop 2 different parts per race.

  5. Allows Development of the Sidepod, Suspension and Braking System

  6. Reduces the negative affects of developing a part by 1 Point to a developed part

  7. Reduces the cost of Developing mechanical device by 3%

  8. Grants an additional 1 Point of Stat to be applied to a developed part

  9. Allows Development of the Gearbox and Engine

  10. Grants 5% chance that a part will have no negative effects.


 ~20. Grants an additional 5% (10% in total) chance that a part will have no negative effects.



Okay okay, this is all well and good, what about the Design Chief? Well the Design chief will still give the same benefits they do now, to each part they develop. For example, if you have a Design Chief with + Downforce, and - Handling. All parts you develop which has Downforce, you will always gain +1 and any part that affects the Handling will always be reduced by -1.


How can we make cooling and reliability more impactful.

Lack of cooling could increase Health Loss of an engine. Lower cooling levels will cause the engine drop much faster. Resulting in you running an underperforming engine longer. Lets make an example:

  • Engine with 25 points of cooling will last 1-3 races before losing substantial power

  • Engine with 75 points of cooling will last 2-4 races before losing substantial power

  • Engine with 95 points of cooling will last 3-4 races before losing substantial power

  • Engine with 100 points of cooling will last 4 races before losing substantial power


Lack of Reliability could cause your engine to break altogether. Lower Reliability will cause the engine to fail midrace resulting in a substantial loss in power. Here's an example

  • Engine with 30 Points of Reliability, have a 85% chance of not losing substantial power

  • Engine with 65 points of Reliability, have a 95% chance of not losing substantial power

  • Engine with 90 points of Reliability, have a 98% chance of not losing substantial power

  • Engine with 100 points of Reliability, have a 100% chance of not losing substantial power



Supplier Parts? There will be no change here, the options we have is very good and affects each car in the way we'd expect.


What about Research? Well research will be similar but give smaller gains. Focusing on a single part of another team (diffuser) will help increase your team's acceleration and downforce gains in your next Diffuser Development

Next year's car? Each season end. You will gain a token to develop 5 parts of the car from a randomised car equal to the following:

  • Level 1 - All car stats average 100 in total (10-20 points each)

  • Level 5 - All car stats average 115 in Total (10-25 points each)

  • Level 10 - All car stats average 130 in Total (10-30 points each)

  • Level 15 - All Car Stats average 140 in Total (10-35 points each)

  • Level 20 - All Car Stats average 160 in Total (10-40 points each)



What will all this accomplish?

  • Different Teams will focus in Different areas on different parts, making large diversity between the components of the cars

  • Different Teams will have different advantages on different Tracks resulting in a competitive season.

  • Allows more options post races to design on your car's development path.

  • Grants access to a risk vs reward. Extreme designs with higher rates of failure or balanced careful progression to ensure your car finishes but not always on the podium.



I hope this helps flesh out an idea for the design system and provides a solution to the current 100% every stat on the car problem.

md-quotelink
medal 5048
4 years 190 days ago
I certainly think that each manager should have the  option to take the design of each car in different direction just as in F1 each manufacturer puts its own stamp on its car. i.e. some are biased to downforce and therefore better at some tracks, others are biased to engine power and maybe better at other tracks with long straights etc. It would be up to the manager at the start of the season to edge their bets on what will prove the best design over a season. I agree that the present situation whereby every car is practically equal at the end of the season is a bit lame.
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medal 5219
4 years 188 days ago
Yup we need more diversity to get managers to go for different strengths. 
md-quotelink
medal 5219
4 years 181 days ago
Any more thoughts?
md-quotelink
medal 5001 Super Mod
4 years 181 days ago
It seems to be enormously complicated and if the devs tried to code such a system I imagine we'd have years of bugs to iron out. Not to mention the exploits that some of the more lateral thinking managers would discover.

And after all that hard work and testing there would still probably be an optimum design path which, once discovered, would be advertised on this forum.

When all that is really required is to make the two semi useless and the two absolutely useless design attributes have more influence on car performance.
md-quotelink
medal 5219
4 years 181 days ago
There will always be a cookie cutter build for cuz instanced. This is why league managers can rotate tracks each season so that the same design path can’t be used again. 

That argument on developing something complicated is a poor argument. If that was the philosophy of development. The development of this game would of ended with its release years ago. 
md-quotelink
medal 5001 Super Mod
4 years 181 days ago (Last edited by Kevin Bissell 4 years 181 days ago)
I'm not trying to be argumentative, you asked "any more thoughts" so I answered. The reality is that iGP has a very small team of programmers and a development path that I imagine has already been decided for the short to medium term.

I agree with you that making Fuel Economy, Tyre Economy, Reliability and Cooling more influential on performance is the way to go, I just don't think it has to be so complicated.

In addition to tweaking the effectiveness of these four attributes I believe either halving the dp available from CD and HQ or alternatively doubling the cap to 200 (in Elite) would also result in a more varied development path.

Finally, linking tyre wear and performance to ambient temperature would also result in different race strategies depending on the time of year and time of day.
md-quotelink
medal 5001
4 years 181 days ago
The only way you'll really make cooling relevant is if the options to purchase extra engines and their presence in daily rewards are removed.  As for suppliers, I'd rather they add something that locks you to a supplier to for fixed amount of time, instead of allowing you to change them whenever it would benefit your car development.
md-quotelink
medal 5000
4 years 180 days ago

Joshua
The only way you'll really make cooling relevant is if the options to purchase extra engines and their presence in daily rewards are removed.  As for suppliers, I'd rather they add something that locks you to a supplier to for fixed amount of time, instead of allowing you to change them whenever it would benefit your car development.


The supplier should be fixed term like the sponsors.

I like the complex direction of the suggestion.

md-quotelink
medal 5219
4 years 180 days ago

Andrew

Joshua
The only way you'll really make cooling relevant is if the options to purchase extra engines and their presence in daily rewards are removed.  As for suppliers, I'd rather they add something that locks you to a supplier to for fixed amount of time, instead of allowing you to change them whenever it would benefit your car development.


The supplier should be fixed term like the sponsors.

I like the complex direction of the suggestion.



not even, as you can still min-max with suppliers even this way. Suppliers should be locked per season.

md-quotelink
medal 5000
4 years 180 days ago (Last edited by Gunnar Acagi 4 years 180 days ago)
Joshua
The only way you'll really make cooling relevant is if the options to purchase extra engines and their presence in daily rewards are removed.  As for suppliers, I'd rather they add something that locks you to a supplier to for fixed amount of time, instead of allowing you to change them whenever it would benefit your car development.



It's not the only way: cooling can be intended as affect the engine performance during the race (an engine loosing % too fast causing X tenths of sec loss) or/and result in a failure (a reliability differentiated from that of other vehicle parts) with a certain probability depending on the stage of development.

I agree about the suppliers' contracts.


David Lyons
Any more thoughts?



I think it's better to take it one step at a time. To make relevant the most useless (or less useful) development areas already available would already be a good step forward.
Just above I've given some examples.
md-quotelink
medal 5636
4 years 179 days ago
I like the idea as it would give a different feel to the game but it's too much for iGP to add in right now. I've heard the cap might be highered to 200 in elite, which is one step forward. They can slowly make advancements in car development, and build up to what you said if they intend to add something like that.
md-quotelink
medal 5000
4 years 176 days ago
I like the concept but as mentioned someone will work out optimal strategies, post it here and negate hundreds of hours development. Pretty much like the F duct situation in F1.  

I like the idea of TE &Cooling being tied to track temp but I’d like to also see brake temps affecting performance not just tyre temps and a small % chance of failures along with some randomness in the weather rather than being tied to real weather

It will just mix it up a bit.  I’m a lower level manager in my very active elite league and I only really stand a chance of scoring points on early races or when it rains so after the first couple of races it becomes a bit samey 
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