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Too much focus on racing, not enough on management

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medal 5000
6 years 269 days ago
Live racing is good but needs reliability added and curves removed from manager control (this should be down to the driver).

Management side is honestly lacking however, it really needs more options for R&D, hands on car part development (even simple options between speed vs. durability), strategising, merchandising, qualifying, testing, sponsorship attraction, pit commands for repairs, engine development, etc.
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medal 5000
6 years 269 days ago (edited 6 years 269 days ago)
This is a common critique players from old iGP going into new iGP have. And I think I've ranted about this not too long ago as well...

The old iGP had staff working under your chiefs/heads of departments. Designers working under your Chief Designer and so on, and you'd have to assign your hundred+ staff among designers, mechanics, marketing people (yes, there was some sort of merchandising before), etc. Technical Director & their mechanics used to influence pit stop times. If you renew contracts with suppliers, you get discounts due to loyalty. Same for renewing sponsors: you get more money by staying with the same sponsor. You didn't have "repair 9 parts" or so after every race too. You used to have to develop separate components like chassis, wings, suspension, and so on, which wear after each race before eventually being replaced with a more competitive component. Engine, Tyres, & Fuel were supplied though.

This game's never had damage to cars, accidents, pitting for repairs, testing outside your 5 practice laps per driver each race, though.

They were probably nowhere as in depth as you'd like to imagine, and money in the old iGP was way too easy to earn, but at least there was the sense you were a manager. Now, it's not like there's more focus on the live racing management, but rather the other management aspects of this game have largely been oversimplified. It's why I believe those who'd enjoy the new iGP the most would just be those who love to live manage multiplayer races in real time and have fun with strategy, tactics, and the game's own brand of racecraft.

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medal 5000
6 years 269 days ago
Cound't agree more. I enjoyed the old iGP but now it has turned into a dumbed down pay to win arcade game. Now I am playing GPRO, look it up and thank me later.
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medal 5000
6 years 269 days ago (edited 6 years 269 days ago)
In spite of my criticisms, I wouldn't call iGP pay to win. I've never spent even a single cent on this game. But I agree higher managers levels have a bit of an advantage because of the technology facility and the greater power of KERS and DRS. DRS never used to be so powerful that you are guaranteed an overtake without KERS every time you pass the DRS line. A maxed or higher leveled HQ is definitely a huge advantage.

Still, IMO against lvl 18-20 managers who are competitive, skilled, and active, you'd need at least a 15-16 manager level to more or less be close to on par with them in raw performance, but good strats and tactics can do wonders. Also, stuff like gulfs in driver performance, mostly within the same talent, especially when a driver is much lighter than the other, has become less of a thing.

In spite of what the other online racing management games have, the differentiating factor and selling point of iGP is most definitely the real-time live multiplayer race management. As long as iGP is the sole game that has that, it can sustain itself pretty well. If a competitor comes in with the same, however, then maybe more head scratching and pen nibbling will happen.
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medal 5084
6 years 268 days ago
I think there could be a bit more to the management side of things... but i think what ever the developers are working on will be great
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medal 5000
6 years 267 days ago
more management should be more funny......
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medal 5000
6 years 266 days ago
Poserko
Now I am playing GPRO, look it up and thank me later.


GPRO is useless it's a cheap knock off of an older manager game, that is no longer running because of financial issues.
It's has elements of the classic manager game but it just doesn't use them in the right way to make them shine and have the influence they should have in races, they are basically just there for show and something for you to waste your money on.

I honestly don't thank too many people will be thanking you once they figure out the GPRO system is a dumbed down copy of something that used to be great.


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medal 5000
6 years 265 days ago
The problem with games like GPRO and mSm (which is a solid management game that I play and enjoy) is the interface, iGP has nailed this for the masses, it has an easy learning curve without a need for a tutorial (which the other two defitnitely require).

However, having now been playing iGP for a few weeks I now would love a more steeper learning curve, maybe it would be a good idea to keep Rookie as is but introduce more steeper management issues and decisions as you progress up the leagues and in rank?
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