ios-personmd-notifications md-help-circle

Profile

  • Guest
    medal 0
  • Posts: 21
  • Post Likes: 3765

Notifications

  • No Unread Notifications

Suggested
Overhaul to Design and Drivers

warning
This thread is closed. Threads older than 6 weeks are closed automatically. To continue this discussion, create a new thread.
angle-double-left ios-arrow-back 1 ios-arrow-forward angle-double-right
medal 5219
2 years 130 days ago (Last edited by David Lyons 2 years 130 days ago)
Hello everyone, we have an issue where every car, every driver and every league. If it can be measured to accuracy, we would cookie cutter to that specific. What do I mean?



  • Picking a Tall Driver with 20 Talent

  • Getting all their stats to 20 with no limitations on improvability except a hardcap which is 20

  • Building up the big four stats, and the economy stats, and ignoring the cooling and reliability stats.



Only difference between a team would be race strategy but that tends to leads to endless DRS trains, cause we can effectively get the same car, the same driver in every team. So it becomes a lottery and a math question.

What would be a solution? How about less accurate information on the car and drivers. Lets start with the driver. 

Earlier in another post I talked about variation of stats pre-generated by the Driver and I want to expand upon that.


The Talent Stat.
This should be completely hidden to the point it should really be something shown as "World Class Talent" "Talented Driver" "Professional Driver" and "Unknown Talent" instead of 1-20 and this talent stat is automatically generated the moment the driver profile is created by the game's database.

What would this be then?

  • A "World Class Talent" would effectively be someone with a talent between 13-20 (12 + 1d8).

  • A "Talented Driver" would have a talent score between 7-16 (6 + 1d10)

  • A "Professional Driver" would have a talent score between 1-12 (1d12)


An Unknown driver would be an untested or un-scouted driver in your Scouting Building. Uncovering their talent would be fulfilled with Scouting, Young Driver's Test and do Free Practice. This would require allocating resources to observe the driver. When scouted he would be shortlisted into one of four categories.

  • "Wonderkid" would have an expected talent score of 8-20

  • "Talented" would have an expected talent score of 5-20

  • "Promising" would be have an expected talent score of 3-20

  • "Sponsored" would have an expected talent score of 1-20 but also generates income by giving you the option to sign a third sponsor if they are seated in a race seat.



Then you have them drive your car at a race and after their first full race for you team you find out if they are a Professional, Talented or World Class Driver.

What about their improvable stats?

So a driver has 9 Improvable stats and their weight. When a Driver is created they have three sets of stats:

  • Performance, which is Attacking, Defending, Fast Corners and Slow Corners.

  • Mental, which is Composure, Focus, Knowledge and Morale

  • Physical, which is Stamina and Weight.



Now lets break up these groupings and lets use a "15 talent" driver

Based on their Talent level, they get a stat allocation of a basic score plus 1d4, 1d6, 1d8 and 1d10 which can be added to any four of the scores. Let see what their stat breakdown should be.

  • Attacking: 16-19 (15 from talent + 1d4)

  • Defending: 16-21 (15 from talent + 1d6)

  • Fast Corners: 16-25 (15 from talent +1d10)

  • Slow Corners: 16-23 (15 from talent + 1d8)



Now the assigned dice/random number assigned does not change, but it gets rerolled every season. We do the same thing for the Mental Stats and then we come to Physical Stats.

Physical Ability of Stamina and Weight should be directly affected by Morale, Knowledge and Experience. Every driver knows they should be as fit as they can for driving but this will depend on the following.

Stamina stat is broken into 5 categories and we'll use 1-20 as reference.

  • "Out of Shape" is a stamina stat of 1-6

  • "Unfit" is a stamina stat of 4-10

  • "Fit" is a Stamina stat that is 8-15

  • "Great Shape" is a Stamina stat that is 12-20

  • "Peek Physical Condition" is 16-20



How does this get affected.

  • Each race a Driver has an own set goal that can be higher than the team's target. Scoring lower than this target damages morale, so does DNFs, losing out on podiums, qualifying low

  • Knowledge, does the driver know how to eat healthily, exercise correctly?

  • Experience, Driver knows what works for them but some may not be as smart at this so;

  • Doctor/Physiotherapist also help guide a driver who doesn't have their own experience.



What about Experience:

  • This stat plays perfectly into the game as a second talent skill but in a different way that helps reduce mistakes and making the right decision based on 'experience'

  • This is gained as it is now, from gaining experience throughout their career.



What this does is provide a driver that we know nothing about, that we can explore and learn more and more about to the point that they are either great, good or useful.


What about the car, designing, suppliers and so on? Well we change not the stats themselves but how we acquire the stats.

The car itself should have three sets of groupings of components:

  • Aerodynamics (Wings, Floor, Sidepods, Engine Cover)

  • Mechanical (Suspension, Brakes, Gearbox)

  • Power Unit (The ICE, The Power Store, Fuel system, and Energy Deployment)



How does this all work out? 
Currently we improve cars by spending points, lets do this in a different way.

Introducing, Token System but in a Design Way like it works now but not with actual tokens but Design points. Upgrading each component on a car comes with a Design Point cost which doesn't increase but the rate of improvement begins to slow. Lets see what each part costs and what improvement does it bring? Each time you develop a part, the improvements it gains are reduced by 1 so it effectively means 1d9, 1d7, 1d5 and 1d3 eventually goes down to 1 per stat.

Aerodynamics


The Front Wing - Costs 7 Design Points and does the following:


  • Grants 1d10 Improvement to Downforce

  • Grants 1d8 Improvement to Handling

  • Grants 1d6 Improvement to Tyre Economy

  • Grants 1d4 Improvement to Braking



Barge Boards - Costs 4 Design Points and does the following:

  • Grants 1d10 Improvement to Acceleration

  • Grants 1d8 Improvement to Handling

  • Grants 1d6 Improvement to Downforce

  • Grants 1d4 Improvement to Cooling



Side Pods - Costs 5 Design Points and does the following:

  • Grants 1d10 Improvement to Cooling

  • Grants 1d8 Improvement to Acceleration

  • Grants 1d6 Improvement to Downforce

  • Grants 1d4 Improvement to Fuel Economy



Engine Cover - Costs 4 Design Points and does the following:

  • Grants 1d10 Improvement to Cooling

  • Grants 1d8 Improvement to Fuel Economy

  • Grants 1d6 Improvement to Acceleration

  • Grants 1d4 Improvement to Downforce



Rear Wing - Costs 7 Design Points and does the following:

  • Grants 1d10 Improvement to Downforce

  • Grants 1d8 Improvement to Handling

  • Grants 1d6 Improvement to Acceleration

  • Grants 1d4 Improvement to Tyre Economy

  • Grants 1d4 Bonus to DRS Improvement*



Underfloor - Costs 9 Design Points and does the following:

  • Grants 1d10 Improvement to Downforce

  • Grants 1d8 Improvement to Acceleration

  • Grants 1d6 Improvement to Handling

  • Grants 1d4 Improvement to Tyre Economy



Mechanical


Braking System - Costs 4 Design Points and does the following:


  • Grants 1d10 Improvement to Braking

  • Grants 1d8 Improvement to Tyre Economy

  • Grants 1d6 Improvement to Handling

  • Grants 1d4 Improvement to Downforce



Front Suspension System - Costs 5 Design Points

  • Grants 1d10 Improvement to Handling

  • Grants 1d8 Improvement to Braking

  • Grants 1d6 Improvement to Tyre Economy

  • Grants 1d4 Improvement to Acceleration



Rear Suspension System - Costs 7 Design Points

  • Grants 1d10 Improvement to Handling

  • Grants 1d8 Improvement to Acceleration

  • Grants 1d6 Improvement to Braking

  • Grants 1d4 Improvement to Tyre Economy



Gearbox - Costs 10 Design Points

  • Grants 1d10 Improvement to Acceleration

  • Grants 1d8 Improvement to Fuel Economy

  • Grants 1d6 Improvement to Tyre Economy

  • Grants 1d4 Improvement to Handling



The Power Unit

The Internal Combustion Engine - Costs 12 Design Points (Yikes)

  • Grants 1d10 Improvement to Acceleration

  • Grants 1d8 Improvement to Fuel Economy

  • Grants 1d6 Improvement to Handling

  • Grants 1d4 Improvement to Tyre Economy



Kinetic Energy Recovery System - Costs 8 Design Points

  • Grants 1d10 Improvement To Acceleration

  • Grants 1d8 Improvement to Fuel Economy

  • Grants 1d6 Improvement to Braking

  • Grants 1d4 Improvement to Cooling



Fuel System - Costs 9 Design Points

  • Grants 1d10 Improvement to Fuel Economy

  • Grants 1d8 Improvement to Handling

  • Grants 1d6 Improvement to Braking

  • Grants 1d4 Improvement to Acceleration




Now I know what you're thinking.. What about Reliability?

Well this is a fun part of design, when picking a part you get 5 options on how to develop it.


Reversed Engineered

  • Grants 1d6 Reliability

  • Grants 1d4 to 1d20 based on stat difference between yours and the best car on the grid. (if you're best it's 1d4)

  • Very High Cost




Experimental


  • Grants 1d6 Reliability

  • Grants 1d4 to a Random Stat

  • High Cost



Resourced

  • Grants 1d8 Reliability

  • Grants no bonuses to stats

  • Medium Cost



Rushed

  • Grants 1d4 Reliability

  • 10% chance it may fail to be useful

  • Medium Cost



Economical

  • Grants 1d4 Reliability

  • No Stat bonuses

  • Low Cost




So how does this work?

You pick a part, choose how you want to develop it. Come back in an hour and Ding! New part!

Suppliers
They largely grant bonuses similar to know but also in their own way also have varying results:

Engines

Murk

  • Grants 1d12 + 10 Acceleration

  • Grants 1d12 + 6 Fuel Economy



Tifosi

  • Grants 1d12 + 10 Braking

  • Grants 1d12 + 6 Fuel Economy



Toymotor

  • Grants 1d12 + 10 Handling

  • Grants 1d12 + 6 Fuel Economy



Rednote

  • Grants 1d12 + 10 Downforce

  • Grants 1d12 + 6 Fuel Economy


Wonder

  • Grants 1d12 + 10 Fuel Economy

  • Grants 1d12 + 6 Acceleration


Cosurworthit

  • Grants 2d12 + 4 Fuel Economy

  • Grants + 3 Acceleration

  • Grants + 3 Downforce

  • Grants + 3 Handling

  • Grants + 3 Braking



Fuel Suppliers

Elves

  • Grants 1d8 + 4 Acceleration

  • Grants 1d8 + 4 Fuel Economy


Seashells

  • Grants 1d8 + 4 Braking

  • Grants 1d8 + 4 Fuel Economy


Beep

  • Grants 1d8 + 4 Handling

  • Grants 1d8 + 4 Fuel Economy


Chavon

  • Grants 2d8 + 4 Fuel Economy

  • Grants + 1 Accceleration

  • Grants + 1 Handling

  • Grants + 1 Downforce

  • Grants + 1 Braking


Subtotal

  • Grants 1d8 + 4 Downforce

  • Grants 1d8 + 4 Fuel Economy


Tyre Suppliers

Bridgerock

  • Grants 1d6 + 4 Acceleration

  • Grants 1d6 + 4 Tyre Economy


Goodweek

  • Grants 1d6 + 4 Acceleration

  • Grants 1d6 + 4 Tyre Economy


Donelots

  • Grants 1d6 + 4 Acceleration

  • Grants 1d6 + 4 Tyre Economy


Michigan

  • Grants 1d6 + 4 Acceleration

  • Grants 1d6 + 4 Tyre Economy


Komehome
  • Grants 2d6 + 4 Tyre Economy

  • Grants + 1 Acceleration

  • Grants + 1 Downforce

  • Grants + 1 Handling

  • Grants + 1 Braking


  • What on earth does all this do?

    Takes the cookie cutter, gives you freedom to do what you want or feels right. Experiment and ofcourse make great and bad decisions.

    Let me know what you all think












    md-quotelink
    medal 5150
    2 years 130 days ago
    I like the suggestion in theory but I’m not sure it’s feasible with the amount of resources that it will require (overhauling the current system and rolling out a massive update), instead how about ‘improving’ the current system?

    The ‘improvements’ could range from as little as hiding info of competitors (like development attributes) to buffing track characteristics i.e instead of the universal Acc-Handl- etc development path, make the characteristics of each track dominant.

    Sure the top managers will figure it out after a while but ultimately there will still be a lot of differences and uniqueness to car development.
    md-quotelink
    medal 5000
    2 years 130 days ago
    So I frustrating lost my original reply so here's a brief summary:

    Rather than such a complex driver market that would lead to the exact same situation as we're in currently while also requiring a complete system rewrite why not instead just give drivers traits. These traits could also be influenced by other factors, even as far as being affected nationality, 1/2 driver teams and where you sit in development rankings. Enough of these could create a unique atmosphere while forcing tactical decisions.

    For the research I don't have any alternative ideas (sorry), but I can easily see people spamming out barge boards, picking a fuel/engine supplier to cover them on fuel economy and just having to hope for the best. A 1 in 1920 of getting straight ones on a lot of research is going to be frustrating high too.
    md-quotelink
    medal 5219
    2 years 130 days ago

    Dino
    So I frustrating lost my original reply so here's a brief summary:

    Rather than such a complex driver market that would lead to the exact same situation as we're in currently while also requiring a complete system rewrite why not instead just give drivers traits. These traits could also be influenced by other factors, even as far as being affected nationality, 1/2 driver teams and where you sit in development rankings. Enough of these could create a unique atmosphere while forcing tactical decisions.

    For the research I don't have any alternative ideas (sorry), but I can easily see people spamming out barge boards, picking a fuel/engine supplier to cover them on fuel economy and just having to hope for the best. A 1 in 1920 of getting straight ones on a lot of research is going to be frustrating high too.



    first line: I know your pain.

    The driver process is to make it a bit more random and give less informative information, as drivers do not have set values assigned to them in real life but expectation due to observation.

    The design process will always need balancing, but spamming bargeboards would have a diminishing effect. Each time to develop the same part, there will be a reduction in the overall gain.

    So Barge Boards - Costs 4 Design Points and does the following:
    Grants 1d10 Improvement to Acceleration
    Grants 1d8 Improvement to Handling
    Grants 1d6 Improvement to Downforce
    Grants 1d4 Improvement to Cooling

    Lets say first rolls are

    Acc: 10
    Handling 5
    Down: 3
    Cooling: 1

    Then next rolls will be reduced max by 1, so next development would be

    1d10 - 1 (Min 1) - Acceleration (so anywhere between 1 and 9)
    1d8 - 1 (min 1) - Handling (so anywhere between 1 and 7)
    1d6 - 1 (min 1) - Down (so anywhere between 1 and 5)
    1d4 - 1 (min 1) cooling (so anywhere between 1 and 3)

    Then the next development would be

    1d10 - 2 (Min 1) - Acceleration (so anywhere between 1 and 8)
    1d8 - 2 (min 1) - Handling (so anywhere between 1 and 6)
    1d6 - 2 (min 1) - Down (so anywhere between 1 and 4)
    1d4 - 2 (min 1) cooling (so anywhere between 1 and 2)

    Then next

    1d10 - 3 (Min 1) - Acceleration (so anywhere between 1 and 7)
    1d8 - 3 (min 1) - Handling (so anywhere between 1 and 5)
    1d6 - 3 (min 1) - Down (so anywhere between 1 and 3)
    1d4 - 3 (min 1) cooling (so anywhere between 1 and 1)

    The next is

    1d10 - 4 (Min 1) - Acceleration (so anywhere between 1 and 6)
    1d8 - 4 (min 1) - Handling (so anywhere between 1 and 4)
    1d6 - 4 (min 1) - Down (so anywhere between 1 and 2)
    1d4 - 4 (min 1) cooling (so anywhere between 1 and 1)

    And next is

    1d10 - 5 (Min 1) - Acceleration (so anywhere between 1 and 5)
    1d8 - 5 (min 1) - Handling (so anywhere between 1 and 3)
    1d6 - 5 (min 1) - Down (so anywhere between 1 and 1)
    1d4 - 5 (min 1) cooling (so anywhere between 1 and 1)

    It would not be beneficial to develop bargeboards continuously. Also when it comes to stats 0-50 Acceleration gives more of an improvement than 100-50 does so it would never make sense pushing one stat.
    md-quotelink
    medal 4992 Moderator
    2 years 130 days ago
    It's a making me feel bad due to the lot of work put into this suggestion, but for me a clear no. 

    The car development would be pure lottery and the drivers comes down to having the money and time to sieve through hundreds of drivers per QR/training league and keeping a dozen or however many needed to always have one or a pair rolling the right stats with best talent either in the main team or, cheaper but more time consuming, helper teams in a dedicated league.
    md-quotelink
    medal 5000
    2 years 130 days ago
    I’m afraid I agree with last poster.  

    You have obviously put a lot of thought into it, but if you think about it in succinct terms, you are asking the developers to scrap their current game and produce iGP Manager 2 as a completely different game.  This version would arguably attract an entirely different player base

    As a footnote I’ve always considered this game to be a maths puzzle and see nothing wrong with that.  
    md-quotelink
    angle-double-left ios-arrow-back 1 ios-arrow-forward angle-double-right

    You must be logged in to post a reply.