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Team suppliers

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medal 5000
10 years 85 days ago
A few suggestions about suppliers:

-To add variety and simulate the real world, the performance stats for suppliers should change a bit every so often, maybe every 6 months or so.  That will force teams to reevaluate their suppliers periodically.  

-Engine stats in particular need to be clarified. For example, I'm not clear how Rigidity and Reliability differ. They both just say they allow allow the engine to run higher power settings. But since we don't know how they are weighted, these two stats are effectively just one combined stat. There's no way to differentiate them, as far as I can tell.

-Supplier costs should rise and fall with the number of customers to encourage variety.  Mercedes and Cosworth have the most customers, so those should cost the most, Toyota has almost no customers, so should carry a low price tag.  This could help address the broader problem of unbalanced finances, as it seems pretty easy to accumulate way more money than a player needs.  

-Teams suppliers should be viewable on their team pages alongside their drivers and staff.  

-Lastly-and this is probably the most complicated one--I'd like to see customer limits for individual suppliers for each league to increase variety.  Perhaps only 1/3 of entries can use a given supplier.  If too many teams join a league and push the customer limit over the threshhold, the supplier will only renew contracts with those offering the most money to bring it back into limit compliance.  Teams can only swap suppliers at the start of a new season, and negotiations for the next season's suppliers would be more drawn out and take place during the current season, so teams are actually silently bidding against one another to secure a particular supplier.  
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medal 5000
10 years 85 days ago
Those are fantastic suggestions!  I really hope that the devs see this. 

About your last idea; supplier limits:  I'm not sure that as a team owner I would want to have to deal with fighting for the supplier that I want.  It's a clever idea to deepen the management aspect of the game.  I'm a new player, but I've heard that some players have tons of money and nothing to spend it on.  This would give those mamngers something to spend it all on.

I'm liking the way you're thinking.
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medal 5000
10 years 35 days ago
Hopefully some of these make it into Version 2
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medal 5538 CEO & CTO
10 years 35 days ago (edited 10 years 35 days ago)
"jordan
Hopefully some of these make it into Version 2

The stats will be completely changed for car design in version 2, to simpler terms such as: acceleration, downforce, braking etc. It might sound like it will remove detail, but it will actually increase it while making it far easier to understand (especially for people who aren't petrol-heads who have no idea what a "sidepod" is or does). The way suppliers will interact with the design is that they will increase or decrease these values in unique ways.

This means for example, one engine supplier might increase acceleration, while another increases the overall reliability of the car. So teams will pick suppliers that compliment the way their car is designed.

Yes, reliability is also a design factor in the new version, meaning you can design a very fast but unreliable car and vice versa. :) You could pick suppliers to supplement the weaker areas of your design, or maybe to even emphasise the strong points further and have an "extreme acceleration" car with low fuel economy etc. The characteristics of the car will be suited to different tracks, like in real life, we will see some cars stronger at Monaco then weak at Monza, if they have a great chassis but poor power output.
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medal 5000
10 years 35 days ago
That sounds terrific.  
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