Luke Frost medal 5000 4 years 333 days ago (Last edited by
Luke Frost 4 years 331 days ago)
I've studied the forum for a few months now in my quest for data & information and I've found a common issue among very experienced teams, there's a plateau.... not that very efficient teams can't dominate, but there seems to be a very limited amount of long-term strategy variation involved in high-level elite seasons.
What can change that?
Im really not sure ...
But i can use my experience playing other management games for well over a decade now and come to a conclusion that 1 feature would create an exciting season.
That is having the suppliers do more than just provide car advancements...
Eg
Tyre supplier A could offer significant SS durability, but at a sacrifice for speed
Tyre supplier B could offer significant wet weather tyre speed
Etc
Just examples. Im just seeing what you would think of such ideas to help create a variance in season plans/goals
Graeme Osborn medal 5000 4 years 333 days ago
Luke
I've studied the forum for a few months now in my quest for data & information and I've found a common issue among very experienced teams, there's a plateau.... not that very efficient teams can't dominate, but there seems to be a very limited amount of long-term strategy variation involved in high-level elite seasons.
What can change that?
Im really not sure ...
But i can use my experience playing other management games for well over a decade now and come to a conclusion that 1 feature would create an exciting season.
That is having the suppliers do more than just provide car advancements...
Eg
Tyre supplier A could offer significant SS durability, but at a sacrifice for speed
Tyre supplier B could offer significant wet weather tyre speed
Etc
Just examples. Im just seeing what you would think of such ideas to help create a variance in season plans/goals
plateau
thats the key word in that whole thing! Its that point where you are as fast as you can but the others just keep driving further and further away!! Some managers just walk away from the game at that stage. like what you are saying for sure!
Love the Pirtek car in you pic also! Was a great car that one! Pity we cant put the cars into a game like this as it would run just nice in our series!
Luke Frost medal 5000 4 years 332 days ago (Last edited by
Luke Frost 4 years 332 days ago)
Thats right. At that level, what really decides who's 1st and who's 11th, when all have same level HQ, same parts %, same maxed out drivers, and same strategies? Why is there still a distinctive pace difference still?
Thats questions I've seen asked by 10,000 managers ....
Give them the option to be fast in ceetain situations at sacrifice to other situations, where their rival might be fast, and it will add a permanent interest.
Another example:
Drivers could have:
Favourite tracks
Favourite circuit types (high-low speed)
Favourite weather scenario
Favoured car style (eg when developing he will make more improvements in speed if he's given a car with better downforce, and others will prefer acceleration ... but what will be faster?
That kind of option in some areas will make seasons more competitive, not by random selection but by choice
Oh yeah Marcos is a helluva driver. He was my childhood hero, seeing him take on the Holdens in a bright blue beast and win, that was awesome. Scott's doing it with DJR now, but it's not the same sport...
Lai Yong Liang medal 5000 4 years 332 days ago
Example:
2 Choose 1 for durability (A or B):
A. Goodyear could offer significant SS & S durability, but at a sacrifice for speed.
B. Bridgestone could offer significant M & H durability, but at a sacrifice for speed.
2 Choose 1 for speed (C or D):
C. Pirelli could offer significant SS & S speed, but at a sacrifice for durability.
D. Dunlop could offer significant M & H speed, but at a sacrifice for durability.
2 Choose 1 for wet weather tyre (E or F):
E. Michelin could offer significant wet weather tyre (Inter & Wet) speed, but at a sacrifice for durability.
F. Yokohama could offer significant wet weather tyre (Inter & Wet) durability, but at a sacrifice for speed.
So we can choose 3 supplies in all six for significant speed or durability.
Luke Frost medal 5000 4 years 331 days ago
All very good examples the developers will know how to implement properly in a way that will add to the excitement & realism of F1/motorsport. Realism being more than 1 clever move can take a team to the top of the charts (eg. Verstappen, Leclerc were untouchable at times in a Hamilton dominated season) ... the 60/80/100 cap on speed is not how it works in F1...it just takes more time, effort & resources to break through development plateaus...
As iGP is modeled after F1, i can say with confidence that these kinds of features will allow teams to earn victories through the acts of several options, no matter how long they've been playing. It seems to me like DRS & boost strategies have the biggest influence over 1st & eg 11th... i stand to be corrected of course, i am inexperienced but very interested in a competitive and thought provoking challenge once i reach L20 :)