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Wear Rates

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medal 5000
7 years 177 days ago
High or Low design points, the wear rates are the same for both the Cooling & Reliability attributes.

I don't know what the current rates are and there was talk a while back about some work being done on wear to encourage everyone to invest in manufacturing.

I was thinking, wear per lap with the current wear rates be increased for Parts & Engines by:

+2% for Rookie tier
+6% for Pro tier
+10% for Elite tier
Or by even more if they are still too low.

Then with every 10 design points spent in the Cooling or Reliability, it will lower the amount of wear by 0.5% or what ever it will take to make the attributes more meaningful.

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medal 5000
7 years 175 days ago (edited 7 years 175 days ago)
How does this look for 100% Elite having to Repair the car after every race?


Jack just has to work out how good Reliability and Cooling will be in terms of the design points and how much lower to make it for lower tiers and how much higher for other race distances. lol

It's a fixed wear rate none of this the harder you push the more wear or the easier you push the less wear. Only thing that lowers wear is the design points.
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medal 5000
7 years 175 days ago
Well with that the only thing you forget about is factoring in the coldness of a track because why should a 30° wear the same amount as a 0° track? Plus why don't you think of this "Why should literally everyone need to risk being taken out of the race when they did repair the car after the race before?" The way I see it should be a percentage that gives at max 50% wear on the car. By the way what lap count did you use in the calculation because the way Jack did it he might have gotten those percentages to happen in the full race but not a shorter version of the race and you can't force people to put no higher of a lap count than what you used to calculate so they can have a race that doesn't have everyone out due to parts breaking.
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medal 5000
7 years 175 days ago (edited 7 years 175 days ago)
Only reason cars are breaking currently is because people didn't repair them. We have too many spare parts, currently the wear rates are that low it costs 4-6parts to repair 2 cars every race or if you leave it the cars can do 6races before you need to repair them. So why not push them to the limit and burn up a lot of spare parts?
They can factor in weather with them rates too car wont fall apart unless you turn up at Spain with 0 design points in Reliability and Research wont let that happen. People that are lapped will be doing less laps nobody can do more laps the equals percentage is the total amount of wear for maximum laps for the tracks.
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medal 5000
7 years 174 days ago
James
Only reason cars are breaking currently is because people didn't repair them. We have too many spare parts, currently the wear rates are that low it costs 4-6parts to repair 2 cars every race or if you leave it the cars can do 6races before you need to repair them. So why not push them to the limit and burn up a lot of spare parts?
They can factor in weather with them rates too car wont fall apart unless you turn up at Spain with 0 design points in Reliability and Research wont let that happen. People that are lapped will be doing less laps nobody can do more laps the equals percentage is the total amount of wear for maximum laps for the tracks.


Thanks for sharing the % but there's no guarntee that people that people would use the % in your calculation plus the one thing you are seeming to forget is "What about the new people?" That's the major problem and sorry if I sound like an antagonist for you but the new people don't have the surplus that you have to burn through! I am pretty much against this only because what you are proposing makes it so that pretty much no new people can join since after a couple races they have no parts to repair their cars, if they can't repair their cars they break, if they're broken they can't race. To me sorry but I am against this I can't support a system that may cause IGP's downfall.
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medal 5000
7 years 174 days ago (edited 7 years 174 days ago)
New team starting up gets 50parts, 50 tokens and 50milion.
Pro Teir would have half the wear of Elite.
Rookie Tier would have the wear of Pro.
So there is no disadvantages no matter what your level is
Unless you have not worked on Manufacturing and are sitting at level 3 or 4 and you are in Elite then yes cars will not finish races.

It's going from extreme to the other, if it's eating too many parts, they can either lower the amount of parts to repair the car or lower the wear rates or increase the effects of the Reliability points in design.

Does Level 1 automatically start with everything at level 1 or do they have build level 1 I cant remember what it was like in beta?
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medal 5000
7 years 174 days ago
i have an alternative suggestion:

you could increase the repair cost of cars for higher manager:

repair value of a Spare = 20% / managerlevel
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medal 5000
7 years 174 days ago
Increasing the cost will use up parts, but what about the amount of wear in a race?
Would it not be better to have a reason for spending more, rather than just spending more?
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medal 5000
7 years 174 days ago
In all honesty I just pretty much just agree with Martin but it more should be like 2-(30-50%)Tier for the calculation with like Rookie being -50% and Elite -30% but other than that not sure I just know we have think of ways to do this so new players can have their cars not really need to wear enough to be repaired every race but elite in a way that will use up the spear parts.
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