John Sjostrand medal 5093 10 years 363 days ago
Since it's taking quite some time to get the "new system" where one focus the development on things like high speed or better cornering etc, why not do something to get part of that into the game right now (or say, from New Year to give everyone some planning time)?
My suggestion is that our dear devs change the engines, tyres and fuel balance.
There are already factors in the game (for engine there are Cooling, Power, Reliability, Response, Rigidity, Fuel economy, Weight) but it doesn't feel clear and it seems to be very unbalanced between brands.
Example on what I mean I suggest a change to (or actually using the already available factors and make it balanced like this example):
Engines (max points 27):
Murk
Power 10, Fuel efficiancy 5, Responsiveness: 6, Endurance: 6
Tifosi
Power 9, Fuel efficiancy 7, Responsiveness 3, Endurance 8
Cosurworthit
Power 6, Fuel efficiancy 8, Responsiveness: 7, Endurance: 6
Wonder
Power 5, Fuel efficiancy 8, Responsiveness: 6, Endurance: 8
Toy motor
Power 7, Fuel efficiancy 4, Responsiveness: 10, Endurance: 6
Rednote
Power 8, Fuel efficiancy 6, Responsiveness: 4, Endurance: 9
Power = Maximum power/speed
Fuel efficiancy = how much fuel is used for a "normal lap"
Responsiveness = how quickly the car accelerates out of a corner
Endurance = how long an engine lasts/how quick power dropoff is
Fuel (max points 12):
Subtotal
Power 4, Fuel efficiancy 8,
Bonus power point when used with Wonder engine
Chavon
Power 5, Fuel efficiancy 7,
Bonus power point when used with Toy Motor engine
Elves
Power 8, Fuel efficiancy 4,
Bonus power point when used with Rednote engine and Cosurworthit engine
Beep
Power 7, Fuel efficiancy 5,
Bonus power point when used with Murk engine
Seashells
Power 6, Fuel efficiancy 6,
Bonus power point when used with Tifosi engine
Tyres (max points 15):
Komehome
Grip 3, Resilience 5, Operating range 7
Michigan
Grip 6, Resilience 4, Operating range 5
Donelots
Grip 3, Resilience 7, Operating range 5
Bridgerock
Grip 9, Resilience 2, Operating range 4
Goodweek
Grip 8, Resilience 5, Operating range 3
This way each team can make a car that fits their drivers style and attributes. Now most teams get Murk engines or autosign the Cossy, the Seashells fuel or the autosigned Chavon, choose Bridgerock tyres or the autosigned Komehome.
More flexibility here would make this a much more fun and better game.
What do you users say and what do you devs say about this? Can't be TOO much work in implementing changes like this, can it?
Unknown medal 0 10 years 363 days ago
I think it sounds as a great idea. Especially the extra power points when fuel and engine are combined. As you say, the balance is not really there now. Most people go for the fastest option (Murk, beep, bridgerock).
Jack Basford medal 5193 CEO & CTO 10 years 363 days ago
This could certainly be done, and it would make a nice stopgap until the new stuff is finished. I'm open to the idea. What do others think?
Tero Dahlberg medal 5000 10 years 363 days ago
Definitely like this idea :)
The current system is stupid. Makes no sense to have a clearly best supplier in each category and nothing really to stop anyone from getting them.
Jaap Grolleman medal 5000 10 years 363 days ago
"Jack
This could certainly be done, and it would make a nice stopgap until the new stuff is finished. I'm open to the idea. What do others think?
I think it'd be great. More variaty in strategies and performance.
I really liked it when Formula 1 was like that; not now while Red Bull is dominating everything. The team/engine combination that stood out for me was BMW Williams; very fast on high-speed tracks like Monza (where Montoya won his first GP, 2001).
Andy Banfield medal 5000 10 years 363 days ago
Anything that adds more strategy to the game I'd be all for.
Vinod Maskeri medal 5000 10 years 362 days ago
"Andy
Anything that adds more strategy to the game I'd be all for.
+1
Uğur Yüksel medal 5000 10 years 362 days ago
or for the later stages of the Game, there could be an option to engineer our own engine with different strong point to choose. it shouldnt be as easy as design and much more expensive, but more rewarding
David Seward medal 5000 10 years 362 days ago
I like the idea. Especially fuel strategies per supplier. It creates lighter cars with lower power, or heavier cars with more power. iGP going green! jk
But just one thing. Because there would bring about so many different combinations, I wish more factors were in the mix to base your decision on which supplier to choose. Other than the Engine and Tyre differences to make for some interesting combinations, I wish there was something else to play into this idea. If the popular car performance rating is found we'd be sort of back to where we are presently. So...
If the type of track, temperature, and strain on the car goes into account with the Fuel, Engine, and Tyres, I'd like the idea a whole lot more. Examples:
[list]
[*]Some engines are more succeptable to higher temperatures (= higher wear)
[*]Performance varies between engine manufacturers in different temperatures. Sounds like Mercedes, and Red Bull. It's a real situation modern teams deal with all the time. Think of grille tape on stock cars. Since we do not have retirements for unexplained failures, wear rate is the challenge.
[*]Some tyres are more succeptable to higher temperatures (= higher wear)
[*]Some tyres perform better/worse at a particular track.
[*]Some fuels smell better than others.
[/list]
Basically: There is always a risk factor in one or more areas of your combination. Not just a performance risk, but a wear rating = equaling higher costs for team to operate a "good" combination.
These are finite differences I am speaking of... But it would be finite enough that it could help with balancing.
John Sjostrand medal 5093 10 years 362 days ago
David Seward: I was thinking like you, but I simplified my suggestion to show the principle of what I meant so that people would understand it. :)
The suggestion in the first post is a concept suggestion, not a final suggestion that could or should be implemented as presented. Tweaks, addons to my suggestion are needed.
In my suggestion the most common combo today would still be the "fastest" for single laps and short stints but maybe not over a race distance. Also, my suggestion is of course based upon 100% races as that's what is most realistic. Sprint races might find that a single combo wins every time as they are not as complex and strategic as long races are.
Tufail Syed medal 5000 10 years 362 days ago
This sounds interesting but mabye having more suppliers/partners with the extra bonuses would create more strategy as well
Jack Basford medal 5193 CEO & CTO 10 years 361 days ago
As the entire system has already been rebuilt and is currently on the beta, there's no point in doing that work all over again to reshape the existing system. The reason I like John's suggestion is it can be implemented quickly within the current system without the need to re-engineer it. Anything along those lines makes a great stopgap until the big overhaul of the system is rolled out.
We'll consider making these changes in December, and we'll give forewarning so that everyone knows it is coming.
Charlie Walton medal 5000 10 years 360 days ago
Are those figures on the 1st post correct?
Andrew Hurn medal 5000 10 years 360 days ago
The exact detail is yet to be agreed Charlie
John Sjostrand medal 5093 10 years 349 days ago
Jack, any updates on this topic? (It's December now after all). :)
Jack Basford medal 5193 CEO & CTO 10 years 343 days ago
I'll post about it in the next developer blog.
Ciarán Gray medal 5000 10 years 343 days ago
What about that big update where you had to decide to have either a high downforce or high top speed and other stuff like that?