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2 Stats, Engines and Parts

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medal 5313
2 years 220 days ago
Hi everyone, lets talk about the lingering problem that seems to be unresolved for the longest of time. There are four elements to it.



  • Engine Parts and Wear

  • Car parts and Wear

  • Reliability

  • Cooling



The Problems
So far it feels so unfavourable to develop either Cooling or Reliability. These are usually your Chief Designers disadvantaged Attributes.
Car components and Engines themselves are very trivial. Lets break them down
Car components seem to repair up to 2% of a car's chassis wear.
Engine components seem to repair up to 100% of a car's engine wear.

With this, it's very easy to replace an engine each race and parts seem to eat away so fast you still replenish them after a few races keeping your car at 100%.

The intention
It should be a goal to separate both of these affects and bonuses and also intertwine the effects of both cooling and reliability into how many parts are required to repair and make choices in what to replace and when. With this all in mind I think we should look at what could help make all four of these elements much more important and closer to the top 4 at the top end.

A solution (many changes)

Engines should be split into Engine Parts with the current population held by teams increased to 10 fold. (20 engines becomes 200 engine parts). Each part repairs 2% engine wear.
Chassis Parts should retain their number and repair % amount it currenly gives.

Reliability should grant the effective Health or Hit Points of the Chassis and Engine that they lose through continued usage.
Cooling should reduce the Burn rate of the Engine's Health/Hit Points it acquires through it's use.

Push levels should be changed too.

Driver push level should operate where it is currently, including engine and fuel usage.
Engine Power setting should also have a 3 option usage that is locked for the entire race for example.

  • High Performance Mode - Increase Engine Wear (reduced by Cooling) Granting a bonus to Acceleration by 15.

  • Balanced Performance - Maintain Normal wear (reduced by Cooling), maintain Acceleration.

  • Conservation Mode - Reduce Engine Wear (reduced by Cooling but by not as much), while having a penalty to Acceleration by 10.



What this does?
This gives Reliability and Cooling more involvement in the effectiveness of Performance as with higher levels of performance that is part of the strategy which means you choose to decide where to use your bonus power or to hold parts saving for a better season or for your next delivery of new engine parts.

Higher Reliability and Cooling attributes on your car means you can keep your car in High Performance mode more often throughout the season.
You will have a surplus of parts to help your car at the start of the season as everything is fresh.


I hope this provides an interesting idea into what I am suggesting. Let me know your thoughts!

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medal 4978 Moderator
2 years 219 days ago
It's an interesting idea, but there is a problem. Parts and engines can be bought with token and token with real money. That means either everyone can still get by as it is now without investing in cooling/reliability and the given parts plus spending the sponsor token only, parts and engines can't be bought with token/ingame money or it moves the game towards pay2win as the one buying token can leave everything as it is now and investing all design points on performance (and run the suggested performance mode) while everyone who can't spent to that level will have to sacrifice performance down to the players who have to get by with the game provided resources only.

So either the devs can afford to take parts and engines out of the token system and make them a hard limited resource noone can buy temselves out of or Cooling and Reliability have to get an noticable affect on a single race basis to gain importance. That introduces another problem, that it needs to scale over the season in order to avoid it becoming desastrous for the first races (or Rookie) and no more worry a few races later once a set amount of points was reached.
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