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Suggested
New boost system

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medal 5000
4 years 69 days ago
I have an idea regarding the Boost. Background is that in my opinion the current system is boring and really unrealistic.
With the current system to be successfully you have to control almost the whole race only the push level and in the last lap, maybe the lap before too, you have to blast your boost and you will be a lot of seconds faster per lap than normal. So, you can relax the whole race and at the end you push the button and you will see were you will finish the race...
Now my idea...
A fully charged battery will have boost for less than 1 second, depends on the level of development and the charging is related to the push level. If the battery is empty you need a whole lap at the lowest push level and if you go a complete lap with the highest push level, you charge nothing.
In my opinion this will made the races much more exiting, more complex and less dependent on luck.
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medal 5000
4 years 69 days ago

Alexander
I have an idea regarding the Boost. Background is that in my opinion the current system is boring and really unrealistic.
With the current system to be successfully you have to control almost the whole race only the push level and in the last lap, maybe the lap before too, you have to blast your boost and you will be a lot of seconds faster per lap than normal. So, you can relax the whole race and at the end you push the button and you will see were you will finish the race...
Now my idea...
A fully charged battery will have boost for less than 1 second, depends on the level of development and the charging is related to the push level. If the battery is empty you need a whole lap at the lowest push level and if you go a complete lap with the highest push level, you charge nothing.
In my opinion this will made the races much more exiting, more complex and less dependent on luck.



I like the principle, but would tweak some details, I. e....I'd drop the battery capacity to a half second but ease the recharge restriction, PL5 is sometimes necessary to keep tyres in their temperature window, so allow a (perhaps lower) rate of recharge at high PLs. I doubt that this suggestion will get much support on here tho, too many enjoy their videogame powerups and don't care that it is totally unrealistic. The developers don't seem to be interested in making the races more of a true simulation either. 😕 
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medal 4996 Moderator
4 years 69 days ago
The problem with a rechargeable boost system is that everyone will use it at the same, most beneficial, parts of the track and it turns into a mere automatic repetetive action.

Also it makes it useless for overtaking as you'd need most of it to make that overtake and the car in front has no reason at all not to spend a little bit to counter it, whereas with a finite amount it's worth the consideration to let a car pass if that lost place and time seems to be less of a problem given the expected course of the race than spent boost as that might turn out an unrecoverable disadvantage against the opponents you end up really racing to the line.

Having lower push level recharge more adds to this problem as you increase the distance even more by running a lower push than the car you want to overtake and you have to hope your car is faster or for things like being in a position to benefit from DRS more.

That's not meant to shoot down this idea. A more interesting, or tactical, boost system would improve the racing experience. It's meant to be considerations in the hope to find solutions, or at least good arguments to dismiss those points.
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medal 5000
4 years 69 days ago
Frank, good arguments... unfortunataly we cant test it.
At the end what I wish is your last point, a more tactical boost system which you have to use the whole race and not to save the boost until the end and push the button once and close a gap of 8s in one lap.
Another point in the current system is that some manager start to boost almost the whole charge at the beginning, block all others and destroy their races.
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medal 4996 Moderator
4 years 68 days ago (Last edited by Frank Thomas 4 years 68 days ago)
The current system is somewhat tactical already because there are two things that matter in the finale: Position and boost remaining. There's no use in conserving all boost if you're ending up behind your opponent with the same amount (and no DRS to correct this). It's true, though, most of the race is often a mere preparation of your cards for that all deciding final lap, but from a tactical point of view it could be a lot worse.

Hard to change that. Boost would need to change into something allowing the players who use it best in several key points to gain an advantage, however without being a single race deciding action making the remaining part of the race just a matter of riding the position home. But also the DRS is linked to it as this system eliminates gained advantages during a few laps as your cars alone are often not able to run from the train.

Others using all their boost to block some afterwards is of course not good if it ruins your race, the robocars were quite notorious for it a while ago, however there's a chance in it for the ones managing to free themselves from that block.
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medal 4996 Moderator
4 years 68 days ago (Last edited by Frank Thomas 4 years 68 days ago)
The current system is somewhat tactical already because there are two things that matter in the finale: Position and boost remaining. There's no use in conserving all boost if you're ending up behind your opponent with the same amount (and no DRS to correct this). It's true, though, most of the race is often a mere preparation of your cards for that all deciding final lap, but from a tactical point of view it could be a lot worse.

Hard to change that. Boost would need to change into something allowing the players who use it best in several key points to gain an advantage, however without being a single race deciding action making the remaining part of the race just a matter of riding the position home. But also the DRS is linked to it as this system eliminates gained advantages during a few laps as your cars alone are often not able to run from the train.

Others using all their boost to block some afterwards is of course not good if it ruins your race, the robocars were quite notorious for it a while ago, however there's a chance in it for the ones managing to free themselves from that block.

I am toying with an idea of using boost recharge as a turbocharger driven generator. About 2s gain on a full charge, a mere 5% or so recharge on a normal lap but 2 settings allowing to inject additional fuel enhancing the output like 15 and 25% recharge per lap but using 0.1/0.25 litres additional fuel and additional wear of 1*(Cooling/100) and 2.5*(Cooling/100) percent per lap (Yes, with low Cooling you can blow the engine/turbo at full setting all the time). But it still needs thinking through and perhaps one hard thing to balance properly I suppose.
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medal 5000
4 years 66 days ago
The linkage with drs is important here as Frank said, at the current drs power level running in front, and even more dramatically, trying to break away from your pursuit is frankly pointless. Any advantage you may have, ie a car that is a couple of tenths quicker, is nothing when the chasers are in a drs train. This 'clean air penalty needs to be removed before changing the boost would be able to break up the cycling style' peloton and sprint tactics that prevail most races. These tactics are far more in keeping with the Tour de France than an F1 GP and this has led more than one player, in my experience of the game, to quit. 
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medal 5001 Super Mod
4 years 66 days ago
Ultimately it doesn't matter what changes the devs introduce, the very best managers will adapt their gameplay to suit, they will continue to be the best managers and people who enjoy criticising the game will continue to criticise the game.

I accept that the current DRS / Boost system does not resemble real life F1 but is that such a bad thing? If there were any way to code a game to exactly simulate real F1 we would have one team with very deep pockets and one driver dominating the game season after season and where's the fun in that?

If you look at the "About & Press" tab on the opening page you will see that the game describes itself like this...

iGP Manager is a massively-multiplayer online motorsport manager game. Hire drivers and engineers, develop your car and technology, find the best car setups and race in real-time multiplayer, formulating the best tactics to win with your friends and opponents. The race engine features rich 2D graphics and real-time weather, streamed directly from weather stations at real-world race circuits, with a slick interface to make strategy decisions and send orders to your team. Your decisions in every race impact the outcome of the championship.

Nowhere does it claim to simulate real F1 so why do people expect it to?

Regarding nerfing the DRS/Boost and removing the "clean air penalty" how would this improve the game? Any car capable of lapping a few tenths faster will simply drive away from the rest of the field and nobody will have any chance of catching them. Every race would become the equivalent of a wet race or Monaco borefest and qualifying would more or less determine the outcome of the race.

Don't get me wrong, there are areas of the game that I think would benefit from tweaking but overall I think the developers have given us an interesting game which entertains thousands of would-be motorsport managers worldwide.

There is nothing wrong with people suggesting and debating changes, it demonstrates an active and interested community. Unfortunately a small minority don't seem to be able to pass up any opportunity to criticise. I have lost count of the number of times I have heard the "peloton analogy".

Dave Benton. To think that a small team of devs are going to hang off your every word and modify the game to suit your specific requirements is wishful thinking.

If you really don't like the game, instead of constantly knocking something that many of us enjoy just do what you say other managers with similar views to you have done... stop playing. The constant criticism of both the game and longstanding members of the iGP Community is somewhat tiring.
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medal 5000
4 years 66 days ago

Kevin
Ultimately it doesn't matter what changes the devs introduce, the very best managers will adapt their gameplay to suit, they will continue to be the best managers and people who enjoy criticising the game will continue to criticise the game.

I accept that the current DRS / Boost system does not resemble real life F1 but is that such a bad thing? If there were any way to code a game to exactly simulate real F1 we would have one team with very deep pockets and one driver dominating the game season after season and where's the fun in that?

If you look at the "About & Press" tab on the opening page you will see that the game describes itself like this...

iGP Manager is a massively-multiplayer online motorsport manager game. Hire drivers and engineers, develop your car and technology, find the best car setups and race in real-time multiplayer, formulating the best tactics to win with your friends and opponents. The race engine features rich 2D graphics and real-time weather, streamed directly from weather stations at real-world race circuits, with a slick interface to make strategy decisions and send orders to your team. Your decisions in every race impact the outcome of the championship.

Nowhere does it claim to simulate real F1 so why do people expect it to?

Regarding nerfing the DRS/Boost and removing the "clean air penalty" how would this improve the game? Any car capable of lapping a few tenths faster will simply drive away from the rest of the field and nobody will have any chance of catching them. Every race would become the equivalent of a wet race or Monaco borefest and qualifying would more or less determine the outcome of the race.

Don't get me wrong, there are areas of the game that I think would benefit from tweaking but overall I think the developers have given us an interesting game which entertains thousands of would-be motorsport managers worldwide.

There is nothing wrong with people suggesting and debating changes, it demonstrates an active and interested community. Unfortunately a small minority don't seem to be able to pass up any opportunity to criticise. I have lost count of the number of times I have heard the "peloton analogy".

Dave Benton. To think that a small team of devs are going to hang off your every word and modify the game to suit your specific requirements is wishful thinking.

If you really don't like the game, instead of constantly knocking something that many of us enjoy just do what you say other managers with similar views to you have done... stop playing. The constant criticism of both the game and longstanding members of the iGP Community is somewhat tiring.

Mr Bissell, if one thing is certain in life, it is that you will oppose any suggestion to make what is marketed and described extensively as a motor racing simulation more like motor racing and less like an abstraction closer in tactics to road race cycling. That is incomprehensible to me and I shall not speculate on your motives. I will however point out a simple anomaly. I believe you have advocated changes in the other side of the simulation, the car development systems to promote greater diversity of characteristics profiles for the cars. What is the point of cleverly designing and developing a car which is inherently, for example, two tenths quicker than the field on 'point and squirt' circuits if running two tenths quicker is of no benefit at all to overall race pace due to the dominant 'train and sprint' tactics? There is none...furthermore, what is the point in trying an innovative tactical approach with tyre compounds and stint length if the clean air penalty is so high. The current race simulation stifles race tactics and encourages a uniformity of approach. Maybe this is enough for some, but it is stultifying for the game. 
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medal 4996
4 years 66 days ago
Dave

Kevin
Ultimately it doesn't matter what changes the devs introduce, the very best managers will adapt their gameplay to suit, they will continue to be the best managers and people who enjoy criticising the game will continue to criticise the game.

I accept that the current DRS / Boost system does not resemble real life F1 but is that such a bad thing? If there were any way to code a game to exactly simulate real F1 we would have one team with very deep pockets and one driver dominating the game season after season and where's the fun in that?

If you look at the "About & Press" tab on the opening page you will see that the game describes itself like this...

iGP Manager is a massively-multiplayer online motorsport manager game. Hire drivers and engineers, develop your car and technology, find the best car setups and race in real-time multiplayer, formulating the best tactics to win with your friends and opponents. The race engine features rich 2D graphics and real-time weather, streamed directly from weather stations at real-world race circuits, with a slick interface to make strategy decisions and send orders to your team. Your decisions in every race impact the outcome of the championship.

Nowhere does it claim to simulate real F1 so why do people expect it to?

Regarding nerfing the DRS/Boost and removing the "clean air penalty" how would this improve the game? Any car capable of lapping a few tenths faster will simply drive away from the rest of the field and nobody will have any chance of catching them. Every race would become the equivalent of a wet race or Monaco borefest and qualifying would more or less determine the outcome of the race.

Don't get me wrong, there are areas of the game that I think would benefit from tweaking but overall I think the developers have given us an interesting game which entertains thousands of would-be motorsport managers worldwide.

There is nothing wrong with people suggesting and debating changes, it demonstrates an active and interested community. Unfortunately a small minority don't seem to be able to pass up any opportunity to criticise. I have lost count of the number of times I have heard the "peloton analogy".

Dave Benton. To think that a small team of devs are going to hang off your every word and modify the game to suit your specific requirements is wishful thinking.

If you really don't like the game, instead of constantly knocking something that many of us enjoy just do what you say other managers with similar views to you have done... stop playing. The constant criticism of both the game and longstanding members of the iGP Community is somewhat tiring.

Mr Bissell, if one thing is certain in life, it is that you will oppose any suggestion to make what is marketed and described extensively as a motor racing simulation more like motor racing and less like an abstraction closer in tactics to road race cycling. That is incomprehensible to me and I shall not speculate on your motives. I will however point out a simple anomaly. I believe you have advocated changes in the other side of the simulation, the car development systems to promote greater diversity of characteristics profiles for the cars. What is the point of cleverly designing and developing a car which is inherently, for example, two tenths quicker than the field on 'point and squirt' circuits if running two tenths quicker is of no benefit at all to overall race pace due to the dominant 'train and sprint' tactics? There is none...furthermore, what is the point in trying an innovative tactical approach with tyre compounds and stint length if the clean air penalty is so high. The current race simulation stifles race tactics and encourages a uniformity of approach. Maybe this is enough for some, but it is stultifying for the game. 


Totally disagree that it is like a cycling game,  there are 2 tracks italy and Austria where drs is too strong that you can't make a move, even when you have a better car, there it is really like cycling.

On all the other tracks it is possible and happens often successfully when implemented by a solid manager.
So it is just like cycling when managers don't understand how to make it 
md-quotelink
medal 5000
4 years 66 days ago

Bastian
Dave

Kevin
Ultimately it doesn't matter what changes the devs introduce, the very best managers will adapt their gameplay to suit, they will continue to be the best managers and people who enjoy criticising the game will continue to criticise the game.

I accept that the current DRS / Boost system does not resemble real life F1 but is that such a bad thing? If there were any way to code a game to exactly simulate real F1 we would have one team with very deep pockets and one driver dominating the game season after season and where's the fun in that?

If you look at the "About & Press" tab on the opening page you will see that the game describes itself like this...

iGP Manager is a massively-multiplayer online motorsport manager game. Hire drivers and engineers, develop your car and technology, find the best car setups and race in real-time multiplayer, formulating the best tactics to win with your friends and opponents. The race engine features rich 2D graphics and real-time weather, streamed directly from weather stations at real-world race circuits, with a slick interface to make strategy decisions and send orders to your team. Your decisions in every race impact the outcome of the championship.

Nowhere does it claim to simulate real F1 so why do people expect it to?

Regarding nerfing the DRS/Boost and removing the "clean air penalty" how would this improve the game? Any car capable of lapping a few tenths faster will simply drive away from the rest of the field and nobody will have any chance of catching them. Every race would become the equivalent of a wet race or Monaco borefest and qualifying would more or less determine the outcome of the race.

Don't get me wrong, there are areas of the game that I think would benefit from tweaking but overall I think the developers have given us an interesting game which entertains thousands of would-be motorsport managers worldwide.

There is nothing wrong with people suggesting and debating changes, it demonstrates an active and interested community. Unfortunately a small minority don't seem to be able to pass up any opportunity to criticise. I have lost count of the number of times I have heard the "peloton analogy".

Dave Benton. To think that a small team of devs are going to hang off your every word and modify the game to suit your specific requirements is wishful thinking.

If you really don't like the game, instead of constantly knocking something that many of us enjoy just do what you say other managers with similar views to you have done... stop playing. The constant criticism of both the game and longstanding members of the iGP Community is somewhat tiring.

Mr Bissell, if one thing is certain in life, it is that you will oppose any suggestion to make what is marketed and described extensively as a motor racing simulation more like motor racing and less like an abstraction closer in tactics to road race cycling. That is incomprehensible to me and I shall not speculate on your motives. I will however point out a simple anomaly. I believe you have advocated changes in the other side of the simulation, the car development systems to promote greater diversity of characteristics profiles for the cars. What is the point of cleverly designing and developing a car which is inherently, for example, two tenths quicker than the field on 'point and squirt' circuits if running two tenths quicker is of no benefit at all to overall race pace due to the dominant 'train and sprint' tactics? There is none...furthermore, what is the point in trying an innovative tactical approach with tyre compounds and stint length if the clean air penalty is so high. The current race simulation stifles race tactics and encourages a uniformity of approach. Maybe this is enough for some, but it is stultifying for the game. 


Totally disagree that it is like a cycling game,  there are 2 tracks italy and Austria where drs is too strong that you can't make a move, even when you have a better car, there it is really like cycling.

On all the other tracks it is possible and happens often successfully when implemented by a solid manager.
So it is just like cycling when managers don't understand how to make it 



So...in your experience most races are not a drs train and a sprint finish? You must have some widely different levels. I found that the lower tiers CAN be more variable in terms of tactics, but when almost everyone in a league is level 20 any deviation from 'herd tactics' is extremely suboptimal, and believe me, I've tried. You lose over a second a lap by not being in the peloton, that is how cycling works, I've never seen motor racing like that. Have you? 
md-quotelink
medal 4996
4 years 66 days ago

Dave

Bastian
Dave

Kevin
Ultimately it doesn't matter what changes the devs introduce, the very best managers will adapt their gameplay to suit, they will continue to be the best managers and people who enjoy criticising the game will continue to criticise the game.

I accept that the current DRS / Boost system does not resemble real life F1 but is that such a bad thing? If there were any way to code a game to exactly simulate real F1 we would have one team with very deep pockets and one driver dominating the game season after season and where's the fun in that?

If you look at the "About & Press" tab on the opening page you will see that the game describes itself like this...

iGP Manager is a massively-multiplayer online motorsport manager game. Hire drivers and engineers, develop your car and technology, find the best car setups and race in real-time multiplayer, formulating the best tactics to win with your friends and opponents. The race engine features rich 2D graphics and real-time weather, streamed directly from weather stations at real-world race circuits, with a slick interface to make strategy decisions and send orders to your team. Your decisions in every race impact the outcome of the championship.

Nowhere does it claim to simulate real F1 so why do people expect it to?

Regarding nerfing the DRS/Boost and removing the "clean air penalty" how would this improve the game? Any car capable of lapping a few tenths faster will simply drive away from the rest of the field and nobody will have any chance of catching them. Every race would become the equivalent of a wet race or Monaco borefest and qualifying would more or less determine the outcome of the race.

Don't get me wrong, there are areas of the game that I think would benefit from tweaking but overall I think the developers have given us an interesting game which entertains thousands of would-be motorsport managers worldwide.

There is nothing wrong with people suggesting and debating changes, it demonstrates an active and interested community. Unfortunately a small minority don't seem to be able to pass up any opportunity to criticise. I have lost count of the number of times I have heard the "peloton analogy".

Dave Benton. To think that a small team of devs are going to hang off your every word and modify the game to suit your specific requirements is wishful thinking.

If you really don't like the game, instead of constantly knocking something that many of us enjoy just do what you say other managers with similar views to you have done... stop playing. The constant criticism of both the game and longstanding members of the iGP Community is somewhat tiring.

Mr Bissell, if one thing is certain in life, it is that you will oppose any suggestion to make what is marketed and described extensively as a motor racing simulation more like motor racing and less like an abstraction closer in tactics to road race cycling. That is incomprehensible to me and I shall not speculate on your motives. I will however point out a simple anomaly. I believe you have advocated changes in the other side of the simulation, the car development systems to promote greater diversity of characteristics profiles for the cars. What is the point of cleverly designing and developing a car which is inherently, for example, two tenths quicker than the field on 'point and squirt' circuits if running two tenths quicker is of no benefit at all to overall race pace due to the dominant 'train and sprint' tactics? There is none...furthermore, what is the point in trying an innovative tactical approach with tyre compounds and stint length if the clean air penalty is so high. The current race simulation stifles race tactics and encourages a uniformity of approach. Maybe this is enough for some, but it is stultifying for the game. 


Totally disagree that it is like a cycling game,  there are 2 tracks italy and Austria where drs is too strong that you can't make a move, even when you have a better car, there it is really like cycling.

On all the other tracks it is possible and happens often successfully when implemented by a solid manager.
So it is just like cycling when managers don't understand how to make it 



So...in your experience most races are not a drs train and a sprint finish? You must have some widely different levels. I found that the lower tiers CAN be more variable in terms of tactics, but when almost everyone in a league is level 20 any deviation from 'herd tactics' is extremely suboptimal, and believe me, I've tried. You lose over a second a lap by not being in the peloton, that is how cycling works, I've never seen motor racing like that. Have you? 


Yes, Absolutely not. The key here is having both cars together, so you do not lose the second and exploiting the herd tactics of the others with a better strategy, thats how you will have superior results.

Every limitation of boost limits the opportunity for that and would lead to race like you mentioned in previous posts.
md-quotelink
medal 5000
4 years 66 days ago

Dave

Bastian
Dave

Kevin
Ultimately it doesn't matter what changes the devs introduce, the very best managers will adapt their gameplay to suit, they will continue to be the best managers and people who enjoy criticising the game will continue to criticise the game.

I accept that the current DRS / Boost system does not resemble real life F1 but is that such a bad thing? If there were any way to code a game to exactly simulate real F1 we would have one team with very deep pockets and one driver dominating the game season after season and where's the fun in that?

If you look at the "About & Press" tab on the opening page you will see that the game describes itself like this...

iGP Manager is a massively-multiplayer online motorsport manager game. Hire drivers and engineers, develop your car and technology, find the best car setups and race in real-time multiplayer, formulating the best tactics to win with your friends and opponents. The race engine features rich 2D graphics and real-time weather, streamed directly from weather stations at real-world race circuits, with a slick interface to make strategy decisions and send orders to your team. Your decisions in every race impact the outcome of the championship.

Nowhere does it claim to simulate real F1 so why do people expect it to?

Regarding nerfing the DRS/Boost and removing the "clean air penalty" how would this improve the game? Any car capable of lapping a few tenths faster will simply drive away from the rest of the field and nobody will have any chance of catching them. Every race would become the equivalent of a wet race or Monaco borefest and qualifying would more or less determine the outcome of the race.

Don't get me wrong, there are areas of the game that I think would benefit from tweaking but overall I think the developers have given us an interesting game which entertains thousands of would-be motorsport managers worldwide.

There is nothing wrong with people suggesting and debating changes, it demonstrates an active and interested community. Unfortunately a small minority don't seem to be able to pass up any opportunity to criticise. I have lost count of the number of times I have heard the "peloton analogy".

Dave Benton. To think that a small team of devs are going to hang off your every word and modify the game to suit your specific requirements is wishful thinking.

If you really don't like the game, instead of constantly knocking something that many of us enjoy just do what you say other managers with similar views to you have done... stop playing. The constant criticism of both the game and longstanding members of the iGP Community is somewhat tiring.

Mr Bissell, if one thing is certain in life, it is that you will oppose any suggestion to make what is marketed and described extensively as a motor racing simulation more like motor racing and less like an abstraction closer in tactics to road race cycling. That is incomprehensible to me and I shall not speculate on your motives. I will however point out a simple anomaly. I believe you have advocated changes in the other side of the simulation, the car development systems to promote greater diversity of characteristics profiles for the cars. What is the point of cleverly designing and developing a car which is inherently, for example, two tenths quicker than the field on 'point and squirt' circuits if running two tenths quicker is of no benefit at all to overall race pace due to the dominant 'train and sprint' tactics? There is none...furthermore, what is the point in trying an innovative tactical approach with tyre compounds and stint length if the clean air penalty is so high. The current race simulation stifles race tactics and encourages a uniformity of approach. Maybe this is enough for some, but it is stultifying for the game. 


Totally disagree that it is like a cycling game,  there are 2 tracks italy and Austria where drs is too strong that you can't make a move, even when you have a better car, there it is really like cycling.

On all the other tracks it is possible and happens often successfully when implemented by a solid manager.
So it is just like cycling when managers don't understand how to make it 



So...in your experience most races are not a drs train and a sprint finish? You must have some widely different levels. I found that the lower tiers CAN be more variable in terms of tactics, but when almost everyone in a league is level 20 any deviation from 'herd tactics' is extremely suboptimal, and believe me, I've tried. You lose over a second a lap by not being in the peloton, that is how cycling works, I've never seen motor racing like that. Have you? 


2 words: Moto3 Qatar
md-quotelink
medal 5000
4 years 65 days ago

Bastian

Dave

Bastian
Dave

Kevin
Ultimately it doesn't matter what changes the devs introduce, the very best managers will adapt their gameplay to suit, they will continue to be the best managers and people who enjoy criticising the game will continue to criticise the game.

I accept that the current DRS / Boost system does not resemble real life F1 but is that such a bad thing? If there were any way to code a game to exactly simulate real F1 we would have one team with very deep pockets and one driver dominating the game season after season and where's the fun in that?

If you look at the "About & Press" tab on the opening page you will see that the game describes itself like this...

iGP Manager is a massively-multiplayer online motorsport manager game. Hire drivers and engineers, develop your car and technology, find the best car setups and race in real-time multiplayer, formulating the best tactics to win with your friends and opponents. The race engine features rich 2D graphics and real-time weather, streamed directly from weather stations at real-world race circuits, with a slick interface to make strategy decisions and send orders to your team. Your decisions in every race impact the outcome of the championship.

Nowhere does it claim to simulate real F1 so why do people expect it to?

Regarding nerfing the DRS/Boost and removing the "clean air penalty" how would this improve the game? Any car capable of lapping a few tenths faster will simply drive away from the rest of the field and nobody will have any chance of catching them. Every race would become the equivalent of a wet race or Monaco borefest and qualifying would more or less determine the outcome of the race.

Don't get me wrong, there are areas of the game that I think would benefit from tweaking but overall I think the developers have given us an interesting game which entertains thousands of would-be motorsport managers worldwide.

There is nothing wrong with people suggesting and debating changes, it demonstrates an active and interested community. Unfortunately a small minority don't seem to be able to pass up any opportunity to criticise. I have lost count of the number of times I have heard the "peloton analogy".

Dave Benton. To think that a small team of devs are going to hang off your every word and modify the game to suit your specific requirements is wishful thinking.

If you really don't like the game, instead of constantly knocking something that many of us enjoy just do what you say other managers with similar views to you have done... stop playing. The constant criticism of both the game and longstanding members of the iGP Community is somewhat tiring.

Mr Bissell, if one thing is certain in life, it is that you will oppose any suggestion to make what is marketed and described extensively as a motor racing simulation more like motor racing and less like an abstraction closer in tactics to road race cycling. That is incomprehensible to me and I shall not speculate on your motives. I will however point out a simple anomaly. I believe you have advocated changes in the other side of the simulation, the car development systems to promote greater diversity of characteristics profiles for the cars. What is the point of cleverly designing and developing a car which is inherently, for example, two tenths quicker than the field on 'point and squirt' circuits if running two tenths quicker is of no benefit at all to overall race pace due to the dominant 'train and sprint' tactics? There is none...furthermore, what is the point in trying an innovative tactical approach with tyre compounds and stint length if the clean air penalty is so high. The current race simulation stifles race tactics and encourages a uniformity of approach. Maybe this is enough for some, but it is stultifying for the game. 


Totally disagree that it is like a cycling game,  there are 2 tracks italy and Austria where drs is too strong that you can't make a move, even when you have a better car, there it is really like cycling.

On all the other tracks it is possible and happens often successfully when implemented by a solid manager.
So it is just like cycling when managers don't understand how to make it 



So...in your experience most races are not a drs train and a sprint finish? You must have some widely different levels. I found that the lower tiers CAN be more variable in terms of tactics, but when almost everyone in a league is level 20 any deviation from 'herd tactics' is extremely suboptimal, and believe me, I've tried. You lose over a second a lap by not being in the peloton, that is how cycling works, I've never seen motor racing like that. Have you? 


Yes, Absolutely not. The key here is having both cars together, so you do not lose the second and exploiting the herd tactics of the others with a better strategy, thats how you will have superior results.

Every limitation of boost limits the opportunity for that and would lead to race like you mentioned in previous posts.



That is my most regular tactic, it of course, relies on regular uses of boost, so would be well suited by making boost more like KERS. The point I was making is the ridiculous concept of the front car in a drs train being significantly disadvantaged and any attempt to break away from the drs train needing a +1 sec/lap advantage or a significant expenditure of boost. It flies in the face of physics. If cars following in dirty air suffered greater tyre wear then players would have to chose when to take that hit and attempt a drs overtake rather than the current 'free pass' system. This would make race craft much more of a factor, especially if another proposal that has been floated on here, a 'slow down' button were introduced. The races would require much more thought and split second reacting to changing circumstances than at present. As a bonus it would mirror real motor racing far closer and move significantly away from the present 'cycling' style of races. 
md-quotelink
medal 4996 Moderator
4 years 65 days ago
Actually the first car is helped, more or less depending on which track, by the dirty air and often could make the split without too much boost spent. However the trick is doing it with both cars together, as a single cars lap time can't compete with the averaged lap time of cars rotating to get a DRS boost. Of course DRS could be changed, but Kevin is right that then the question is what else keeps those races interesting in that the team with the faster car has an advantage but not just driving away, or overtaking becomes nearly impossible and races often would become mere boring processions of cars doing their laps. But perhaps let's concentrate on boost here, but with the whole picture in mind.
md-quotelink
medal 5000
4 years 65 days ago

Frank
Actually the first car is helped, more or less depending on which track, by the dirty air and often could make the split without too much boost spent. However the trick is doing it with both cars together, as a single cars lap time can't compete with the averaged lap time of cars rotating to get a DRS boost. Of course DRS could be changed, but Kevin is right that then the question is what else keeps those races interesting in that the team with the faster car has an advantage but not just driving away, or overtaking becomes nearly impossible and races often would become mere boring processions of cars doing their laps. But perhaps let's concentrate on boost here, but with the whole picture in mind.



It's an easy answer to the question of what replaces the peloton and simultaneously avoids the faster car always winning in a predictable way...part of it is outlined in my last answer, more varied choice of tactics brought about by the demise of the peloton and something else that is a huge factor in motorsports...incidents. The dumbest thing about boost is seeing a car shave over five seconds off its laptime on worn tyres. If you push too hard on worn tyres, physics says you lose grip. No-one ever loses grip in iGP. If cars on worn tyres try to go too fast round a corner, so fast that they exceed the grip available there should be a n off, or a spin, or a collision. This is what happens in motorsports and provides much of the reason why the fastest package dies not always win. Reacting to mistakes also provides opportunity for managers to react quickly to a possible safety car or an opponent having to manage worn tyres to make a pit window. There are so many ways to challenge players within the actual reallife sport that videogame gimmicks are not needed. Motor racing is a fascinating and complex sport, it's not being done justice in the current race simulation. 
md-quotelink
medal 4996
4 years 65 days ago

Dave

Frank
Actually the first car is helped, more or less depending on which track, by the dirty air and often could make the split without too much boost spent. However the trick is doing it with both cars together, as a single cars lap time can't compete with the averaged lap time of cars rotating to get a DRS boost. Of course DRS could be changed, but Kevin is right that then the question is what else keeps those races interesting in that the team with the faster car has an advantage but not just driving away, or overtaking becomes nearly impossible and races often would become mere boring processions of cars doing their laps. But perhaps let's concentrate on boost here, but with the whole picture in mind.



It's an easy answer to the question of what replaces the peloton and simultaneously avoids the faster car always winning in a predictable way...part of it is outlined in my last answer, more varied choice of tactics brought about by the demise of the peloton and something else that is a huge factor in motorsports...incidents. The dumbest thing about boost is seeing a car shave over five seconds off its laptime on worn tyres. If you push too hard on worn tyres, physics says you lose grip. No-one ever loses grip in iGP. If cars on worn tyres try to go too fast round a corner, so fast that they exceed the grip available there should be a n off, or a spin, or a collision. This is what happens in motorsports and provides much of the reason why the fastest package dies not always win. Reacting to mistakes also provides opportunity for managers to react quickly to a possible safety car or an opponent having to manage worn tyres to make a pit window. There are so many ways to challenge players within the actual reallife sport that videogame gimmicks are not needed. Motor racing is a fascinating and complex sport, it's not being done justice in the current race simulation. 

I get your point,  but that would not be implemented with a change in boost. A more kers like System would lead to a race more in trains. For example my race yesterday, i made the move successfully, finished 1 and 2 but the price for that was 30 and 60% of boost. With a more kers like System i had to stay in the train. 

What you want is nearly impossible, because in igp everyone literally has the same car and driver, at lest in developed leagues. Maybe the higher tire wear when staying in a train could be a nice addition.
I am totally against crashes, because in this game are way too many ocons crashing into verstappens even when they have no chance. That would lead to massive anger and would need a solid penality System. Lets assume someone takes your driver out in the 5th lap,  how would that be?
What could be a nice Addition are DNFs based on the state of cooling and reliability, so everyone is responsible for their own defaults and this 2 stats will gain importance.

md-quotelink
medal 5000
4 years 65 days ago

Bastian

Dave

Frank
Actually the first car is helped, more or less depending on which track, by the dirty air and often could make the split without too much boost spent. However the trick is doing it with both cars together, as a single cars lap time can't compete with the averaged lap time of cars rotating to get a DRS boost. Of course DRS could be changed, but Kevin is right that then the question is what else keeps those races interesting in that the team with the faster car has an advantage but not just driving away, or overtaking becomes nearly impossible and races often would become mere boring processions of cars doing their laps. But perhaps let's concentrate on boost here, but with the whole picture in mind.



It's an easy answer to the question of what replaces the peloton and simultaneously avoids the faster car always winning in a predictable way...part of it is outlined in my last answer, more varied choice of tactics brought about by the demise of the peloton and something else that is a huge factor in motorsports...incidents. The dumbest thing about boost is seeing a car shave over five seconds off its laptime on worn tyres. If you push too hard on worn tyres, physics says you lose grip. No-one ever loses grip in iGP. If cars on worn tyres try to go too fast round a corner, so fast that they exceed the grip available there should be a n off, or a spin, or a collision. This is what happens in motorsports and provides much of the reason why the fastest package dies not always win. Reacting to mistakes also provides opportunity for managers to react quickly to a possible safety car or an opponent having to manage worn tyres to make a pit window. There are so many ways to challenge players within the actual reallife sport that videogame gimmicks are not needed. Motor racing is a fascinating and complex sport, it's not being done justice in the current race simulation. 

I get your point,  but that would not be implemented with a change in boost. A more kers like System would lead to a race more in trains. For example my race yesterday, i made the move successfully, finished 1 and 2 but the price for that was 30 and 60% of boost. With a more kers like System i had to stay in the train. 

What you want is nearly impossible, because in igp everyone literally has the same car and driver, at lest in developed leagues. Maybe the higher tire wear when staying in a train could be a nice addition.
I am totally against crashes, because in this game are way too many ocons crashing into verstappens even when they have no chance. That would lead to massive anger and would need a solid penality System. Lets assume someone takes your driver out in the 5th lap,  how would that be?
What could be a nice Addition are DNFs based on the state of cooling and reliability, so everyone is responsible for their own defaults and this 2 stats will gain importance.




You're assuming crashes would be either random, or deliberate...that would be bad, but if spins, minor offs, full on armco crunchs and the regular racing collision, minor or otherwise would be based not on team tactics or a lottery system, but the actual speed, grip, conditions and skills relevant to the incident,  all in line with the laws of physics and reflecting the actual nature of motorsports. Yes, sometimes a driver gets wiped out through no fault of their own, not often, but it happens, on the other hand, sometimes a team reacts quicker or smarter to an on track incident, pits (or stays out) and gains an unexpected opportunity through their enterprise. Both are part and parcel of motorsports, swings a d roundabouts, if you don't like that then motor racing is perhaps not the sport for you. What I'd like to see is races decided both off and on the track by a combination of careful planning design and development and then split second decisions as the basic strategy laid out pre race is affected by events as they unfold. I'd like to see risk taking sometimes paying off, sometimes not. And a quick thinking player who can make split second decisions in response to the challenges and opportunities that the race presents. There is currently not enough of that. 
md-quotelink
medal 4996
4 years 65 days ago

Dave

Bastian

Dave

Frank
Actually the first car is helped, more or less depending on which track, by the dirty air and often could make the split without too much boost spent. However the trick is doing it with both cars together, as a single cars lap time can't compete with the averaged lap time of cars rotating to get a DRS boost. Of course DRS could be changed, but Kevin is right that then the question is what else keeps those races interesting in that the team with the faster car has an advantage but not just driving away, or overtaking becomes nearly impossible and races often would become mere boring processions of cars doing their laps. But perhaps let's concentrate on boost here, but with the whole picture in mind.



It's an easy answer to the question of what replaces the peloton and simultaneously avoids the faster car always winning in a predictable way...part of it is outlined in my last answer, more varied choice of tactics brought about by the demise of the peloton and something else that is a huge factor in motorsports...incidents. The dumbest thing about boost is seeing a car shave over five seconds off its laptime on worn tyres. If you push too hard on worn tyres, physics says you lose grip. No-one ever loses grip in iGP. If cars on worn tyres try to go too fast round a corner, so fast that they exceed the grip available there should be a n off, or a spin, or a collision. This is what happens in motorsports and provides much of the reason why the fastest package dies not always win. Reacting to mistakes also provides opportunity for managers to react quickly to a possible safety car or an opponent having to manage worn tyres to make a pit window. There are so many ways to challenge players within the actual reallife sport that videogame gimmicks are not needed. Motor racing is a fascinating and complex sport, it's not being done justice in the current race simulation. 

I get your point,  but that would not be implemented with a change in boost. A more kers like System would lead to a race more in trains. For example my race yesterday, i made the move successfully, finished 1 and 2 but the price for that was 30 and 60% of boost. With a more kers like System i had to stay in the train. 

What you want is nearly impossible, because in igp everyone literally has the same car and driver, at lest in developed leagues. Maybe the higher tire wear when staying in a train could be a nice addition.
I am totally against crashes, because in this game are way too many ocons crashing into verstappens even when they have no chance. That would lead to massive anger and would need a solid penality System. Lets assume someone takes your driver out in the 5th lap,  how would that be?
What could be a nice Addition are DNFs based on the state of cooling and reliability, so everyone is responsible for their own defaults and this 2 stats will gain importance.




You're assuming crashes would be either random, or deliberate...that would be bad, but if spins, minor offs, full on armco crunchs and the regular racing collision, minor or otherwise would be based not on team tactics or a lottery system, but the actual speed, grip, conditions and skills relevant to the incident,  all in line with the laws of physics and reflecting the actual nature of motorsports. Yes, sometimes a driver gets wiped out through no fault of their own, not often, but it happens, on the other hand, sometimes a team reacts quicker or smarter to an on track incident, pits (or stays out) and gains an unexpected opportunity through their enterprise. Both are part and parcel of motorsports, swings a d roundabouts, if you don't like that then motor racing is perhaps not the sport for you. What I'd like to see is races decided both off and on the track by a combination of careful planning design and development and then split second decisions as the basic strategy laid out pre race is affected by events as they unfold. I'd like to see risk taking sometimes paying off, sometimes not. And a quick thinking player who can make split second decisions in response to the challenges and opportunities that the race presents. There is currently not enough of that. 


Every crash except the crashes At the start are based on mistakes of the drivers, so they will either be random or the Manager is responsible for it. I don't like random crashes, because that woul be unrealistic and destroying the fun experience. Again imagine you took the time, to be online and an opponent is taking you out after 5 min. So as i said when the driver/manager is responsible for it we would need a penalty system otherwise it would end up in way too much anger. 

It is easily implemented when you race against a computer and you can start the next race right after the previous one, but in an online game without computer opponents where you have to wait a day for the next race it is tough.
You should consider that,  maybe this kind of game play is not for you .
md-quotelink
medal 4955 Community Manager
4 years 65 days ago
Hello,

Please don’t change the subject of the topic, this topic was created to discuss about a suggestion talking about “Boost system”. Thank you!
md-quotelink
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