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Changes to driver health depletion during races

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medal 5000
8 years 11 days ago (edited 8 years 11 days ago)
The simulator has been updated with the following changes regarding driver health depletion:

1. Increased the rate of driver health depletion during races.
2. Driver stamina level now has a larger impact on health depletion rate in races. (The higher the driver stamina level, the less health depletion)
3. Fixed a bug where, during a race, the health of a driver with level 20 stamina decreased only very slightly or even increased slightly!
4. Health depletion rate is now scaled to the race length so the depletion rate should be consistent for all race scales (100%, 75%, 50%, 25%). This is the first stage in a process of scaling that will be implemented in the near future and will be rolled out to tyre wear, fuel usage, car wear and so on.
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medal 5000
8 years 11 days ago
I've just finished a race and noticed a couple of problems :

First, my drivers have max stamina (20) but finished with only 38% health. In everyday league we regain 55% health per day so how are we supposed to start with 100% health now ?

Second point is directly linked, the excess of health after a race was the only way to train drivers, now this is no longer possible ..
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medal 5000
8 years 11 days ago
Ross
I've just finished a race and noticed a couple of problems :

First, my drivers have max stamina (20) but finished with only 38% health. In everyday league we regain 55% health per day so how are we supposed to start with 100% health now ?

Second point is directly linked, the excess of health after a race was the only way to train drivers, now this is no longer possible ..


yaa i agree
now if this way we go ahead we will not be left any scope for training the drivers
the other option is to have the 2 set of drivers, which is not affordable for everyone, my another team is suffering from cash and token crunch to be competitive, how come such team will become competitive
i suggest rethink bout this ...
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medal 5549 CEO & CTO
8 years 11 days ago
Guys, healing is running twice as frequently now as well. It runs every hour instead of every 2 hours. The health will get back to 100%. Hopefully that clears up the confusion, sorry it wasn't mentioned. :)
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medal 5000
8 years 11 days ago
Jack
Guys, healing is running twice as frequently now as well. It runs every hour instead of every 2 hours. The health will get back to 100%. Hopefully that clears up the confusion, sorry it wasn't mentioned. :)


that a great point then .....
but now a question, how the health wear can be reduced
is it by gaining the Stamina, as earlier it was, or it will be same for all
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medal 5000
8 years 11 days ago
5% every hour?! Those if us in a weekly league will have lvl 20 drivers by the end of the season at that pace! Ok that's an exaggeration, but we will definitely have our drivers at +3 to our manager level
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medal 5549 CEO & CTO
8 years 11 days ago
Greg
5% every hour?! Those if us in a weekly league will have lvl 20 drivers by the end of the season at that pace! Ok that's an exaggeration, but we will definitely have our drivers at +3 to our manager level

Season or no season, it's still the same amount of time. Point taken, though, we'll review the pacing of this with league schedules at some point. In the meantime, enjoy the training. :)
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medal 5000
8 years 11 days ago (edited 8 years 11 days ago)
my drivers with 20 stamina down 100 to 46 in race....... push low in silverstone.. bug??

if with 20 stamina down to 46, if have a driver with 10 stamina down to <0,

i think that this change is too much.
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medal 4836
8 years 11 days ago
Could you make it so that drivers gain a small amount of skill as they race? I mean very small compared to training, like all stats +0.02. That would mean each stat increases every 50 races. 50 might sound like a lot but that would be ALL stats. Or maybe it should be lower than that to encourage teams to rotate drivers?
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medal 5000
8 years 11 days ago
Jack
Greg
5% every hour?! Those if us in a weekly league will have lvl 20 drivers by the end of the season at that pace! Ok that's an exaggeration, but we will definitely have our drivers at +3 to our manager level

Season or no season, it's still the same amount of time. Point taken, though, we'll review the pacing of this with league schedules at some point. In the meantime, enjoy the training. :)


Will do, but last I checked , 17 days or even 6 weeks does not equal 17 weeks. I think someone made a suggestion about scaling the regeneration based upon the number of races per week. Unfortunately, that doesn't help leagues that have races at unequal intervals (there was a league that only ran Sat and Sun if I am remembering correctly).

Perhaps the health regeneration should just be left alone since those in a league will be under the same conditions. I just worry that some people will jump into a weekly league to train up their driver and then leave.

Yes I realize that should be 1 or 2 10% fees and that should be a deterrent
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medal 5411
8 years 11 days ago
David
Could you make it so that drivers gain a small amount of skill as they race? I mean very small compared to training, like all stats +0.02. That would mean each stat increases every 50 races. 50 might sound like a lot but that would be ALL stats. Or maybe it should be lower than that to encourage teams to rotate drivers?


That's what Experience is for. A bit of a multiplier effect.
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medal 5000
8 years 10 days ago
Looking to me like changes are throwing up problems, when it comes to drivers health after races.
I think turning the clock back to the old way, might save a lot of code writing for lots of different leagues.

Keep the health dropping in races, do away with training health levels and have only one click training per race that doesn't affect health in any shape or form.
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medal 5000
8 years 10 days ago
The way David is saying I quite like the idea, it's kind of the way it is in that MM game that Jack's buddy made.

Drivers skills increase or decrease with the drivers results in races based on morale, if they had a good race their morale goes up and they get something like 0.035-0.137 increase to all their skills, if they had a bad race their morale goes down and they loss 0.035-0.137 to their skills.
They have buildings in the headquarters that help drivers develop skills and that impacts their losses and gains after races also, so it's hard to if this kind of thing could be done here, even if Jack was agreeable to implement such a change.
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