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My suggestion for Token usage

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medal 5293
1 year 283 days ago
Hi everyone, so there has been continual requests to allow leagues to limit number of engines usable per season etc and the concerns over Junk attributes (Cooling and Reliability). I have an idea that should not impact iGP's business model behind token purchase and usage but allow moving away engines and parts from tokens.

So..

Tokens no longer grant the ability to buy engines or Parts
Tokens will now be able to pay for surcharges on contracts and licenses.

What this does is provide more benefit for Elite Tier than Rookie or Pro. Elite is where we are more likely to see players purchasing with tokens.

Super License Extensions and Supplier Contracts

When you start a contract (with a driver from the market) or extend the contract of an existing driver within your team, the extension requires a number of tokens equal to their overall score
1-6 Talent - 0 Tokens for 50 races
7-11 Talent - 1 Tokens for 50 races
12-17 Talent - 2 Tokens for 50 races
18-20 Talent - 3 Tokens for 50 races

For Staff you also must pay License Extensions as well at the following rate
1-6 Talent - 0 Tokens for 50 races
7-14 Talent - 1 Tokens for 50 races
15-20 Talent - 2 Tokens for 50 races

Young Drivers purchased from the academy, and staff from the Office would retain their current cost of 2 token per talent point.

Supplier Contracts
Creating a new contract with an engine, fuel or tyre supplier would demand a flat fee: (3 for Tyre, 5 for Fuel and 7 for Engine) which would reward a supply of parts for 50 races until the contract ends.

Cancelling Contract early to swap to a new supplier would require a charge of a fee depending on the remaining time on the contract:
50+ Races remaining - 10 times the Sign on Token Fee (70 for Engines, 50 for fuel, 30 for tyres)
49-36 Races remaining - 5 times the sign on token fee (35 for engines, 25 for fuel, 15 for tyres)
35-12 Races Remaining - 3 times the sign on token fee (30 for engines, 15 for fuel, 9 for tyres)
12-1 races remaining - 2 times the sign on token fee (20 for Engines, 10 for Fuel, and 6 for tyres)

Basic engine, fuel and tyre suppliers offer no benefits to car attributes but do not cost tokens in any form.

Teams can renew with the same supplier extending their agreement to 100 races.

Actual values would be obviously down to iGP's business requirements but what this does is free up engine allocation etc to allow leagues to limit engines per race to bring in other elements like rules, and will make cooling and reliability attributes more important.

Hopefully this stirs some positive interest.
Thanks!
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medal 4926
1 year 283 days ago
I think this is an interesting idea. Currently, extending a contract results in a higher wage per race. Would that still be in effect along with the tokens, or would the salary stay the same and you just have to pay a fee?

You bring up a lot of interesting ideas, and I’m curious to hear what others say. I think you have some good ideas in there. 
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medal 5293
1 year 283 days ago
Harry
I think this is an interesting idea. Currently, extending a contract results in a higher wage per race. Would that still be in effect along with the tokens, or would the salary stay the same and you just have to pay a fee?

You bring up a lot of interesting ideas, and I’m curious to hear what others say. I think you have some good ideas in there. 



Surcharges are in addition to contracts. So they would still cost their normal per-race fees of cash but token wise would be the transactional surcharge. Think of them as Admin fees for new agreements and compensation for breaking supplier contracts.
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medal 4926
1 year 283 days ago
Ah, I see. Thanks for clarifying. I like that it costs you money to end the contract, as that's similar to real life. Though, this could have a negative effect on lower level/new players. You tend to switch drivers way more frequently as a lower level player, as a result of leveling up super fast and having access to better drivers. As a result, you'll probably end contracts before it ends on its own. It becomes not as big of a deal when you reach higher levels, but just something to think about.

Or am I interpreting this wrong? Is there only a fee to cancel supplier contracts, or for both supplier and drivers/staff?
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medal 5293
1 year 283 days ago
Harry
Ah, I see. Thanks for clarifying. I like that it costs you money to end the contract, as that's similar to real life. Though, this could have a negative effect on lower level/new players. You tend to switch drivers way more frequently as a lower level player, as a result of leveling up super fast and having access to better drivers. As a result, you'll probably end contracts before it ends on its own. It becomes not as big of a deal when you reach higher levels, but just something to think about.

Or am I interpreting this wrong? Is there only a fee to cancel supplier contracts, or for both supplier and drivers/staff?


There are no compensation fees for drivers/staff since you can retain up to 5 reserve staff and 5 reserve drivers. (could be more but not really tested the need to holding 5 doctors and 5 TDs)
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medal 5429
1 year 274 days ago
I like the idea but with the exception of additional costs for ending supplier agreements. Only because it disadvantages new managers, as they are not aware on what combinations of suppliers gives them the maximal payoff, and which factors of the car are most significant to the performance. It even took me personally like 4-5 races to come to a nice supplier combination.
More often new players will simply pick the supplier that has a name which appeals them the most.
A better alternative would be to have contracts that last upto a season, and if anyone wishes to swap / change suppliers in the middle of the season, they have to pay the severance in form of tokens.
Additionally, it would be nice if new managers get an opportunity to change supplier mid season without a cost, only once per user.
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