ios-personmd-notifications md-help-circle

Profile

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

Notifications

  • No Unread Notifications

Suggested
Engine System Rework?

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 5000
6 years 186 days ago
Hi, I recently rejoined iGPManager on a new account but have been playing this game for a few years now. The engine wear and replacement system has always seemed very lacklustre to me, you can just go by with replacing the engine every other race without any problems, making the "cooling" component in design very miniscule.

Would a similar system to current F1 regulations (with alterations, we don't want grid penalties every race) be better? Take F1 2017 for example, you can swap engines every race but you're only allowed a set amount and you have to balance your engine usage, or else you have to take an extra and get a penalty. I think that would improve the general reliability aspect to the whole game, as right now there are a good amount of design components that just seem useless.
md-quotelink
medal 5000
6 years 186 days ago
That would be great, a bit of engine management added to the game
A set amount of engines in a season and able to pick and choose what engine to use. A penalty of losing a test run for swapping a drivers engine could be applied too.
md-quotelink
medal 5000
6 years 186 days ago
Yes agreed.
md-quotelink
medal 5000
6 years 185 days ago
It's not feasible, everyone would prefer to pay a money penalty or grid penalty for having a new engine every race.

A good alternative suggestion here would be to try to improve the "cooling" effect, or that the number of engines will restart each season with a total of 17 (and when league changing, the number of engines should change to the number of races remaining).
md-quotelink
medal 4855 Moderator
6 years 184 days ago
Nate
Hi, I recently rejoined iGPManager on a new account but have been playing this game for a few years now. The engine wear and replacement system has always seemed very lacklustre to me, you can just go by with replacing the engine every other race without any problems, making the "cooling" component in design very miniscule.

Would a similar system to current F1 regulations (with alterations, we don't want grid penalties every race) be better? Take F1 2017 for example, you can swap engines every race but you're only allowed a set amount and you have to balance your engine usage, or else you have to take an extra and get a penalty. I think that would improve the general reliability aspect to the whole game, as right now there are a good amount of design components that just seem useless.

Yes, full support. Having a fixed number of engines, 6 per car perhaps, during the season could really add some quite nice extra layer of strategic managing to the game. Using fresh engines for the first races but having only used ones for the remaining races, using fresh engines for the races the team might be best in or trying to keep as many fresh engines as possible for the last races when the cars are about equal due to the design cap and so on.

As a bonus Cooling would have some use.
Rory
It's not feasible, everyone would prefer to pay a money penalty or grid penalty for having a new engine every race.

A good alternative suggestion here would be to try to improve the "cooling" effect, or that the number of engines will restart each season with a total of 17 (and when league changing, the number of engines should change to the number of races remaining).
The number of spare engines would be fixed too, 1 or 2 spare would be enough. The penalty for using an extra engine doesn't have to be a starting grid, although having to start from the pits would hurt. Agreed, even starting dead last from normal grid would not be much of a penalty, I'd use races where using hards for first stint works for that. A money fine would indeed be meaningless, since it can be printed from tokens, unless it'd be a really high fine but that sort of would allow to buy success with real money.

Still, there're a lot of penalties to choose from that can work, like a time penalty, like 10 seconds for 50% races, added to the race finish time or a penalty pit stop.
md-quotelink
medal 5000
6 years 184 days ago
Frank
Rory
It's not feasible, everyone would prefer to pay a money penalty or grid penalty for having a new engine every race.

A good alternative suggestion here would be to try to improve the "cooling" effect, or that the number of engines will restart each season with a total of 17 (and when league changing, the number of engines should change to the number of races remaining).
The number of spare engines would be fixed too, 1 or 2 spare would be enough. The penalty for using an extra engine doesn't have to be a starting grid, although having to start from the pits would hurt. Agreed, even starting dead last from normal grid would not be much of a penalty, I'd use races where using hards for first stint works for that. A money fine would indeed be meaningless, since it can be printed from tokens, unless it'd be a really high fine but that sort of would allow to buy success with real money.

Still, there're a lot of penalties to choose from that can work, like a time penalty, like 10 seconds for 50% races, added to the race finish time or a penalty pit stop.


Even with fixed spare engines, everyone would use all that was available. The only way to avoid it is with a penalty that really impacts on the outcome of that race, but if we are going to put a fair penalty when changing engines, then why change it? F1-based suggestions are continually made, without even understanding how F1 works and why such measures are taken. The engine sanctions in F1 only serve so that the teams don't abuse an excessive amount of budget on engines. If we did that here we would be imitating the F1 but without getting anything because nobody has too many tokens to spend, and if someone buys them with real money, they are in their right to spend them as they wish.

However I don't understand how this can be a solution to the current system. Currently anyone who wants more engines than stock has, must spend tokens. Tokens are a precious commodity and no one will waste them on engines if they don't really need them.

If 1 token for each extra engine seems like a low price, then it would be best to suggest that the engines cost 2 or 3 tokens each.
md-quotelink
medal 5000
6 years 183 days ago
Rory
Frank
Rory
It's not feasible, everyone would prefer to pay a money penalty or grid penalty for having a new engine every race.

A good alternative suggestion here would be to try to improve the "cooling" effect, or that the number of engines will restart each season with a total of 17 (and when league changing, the number of engines should change to the number of races remaining).
The number of spare engines would be fixed too, 1 or 2 spare would be enough. The penalty for using an extra engine doesn't have to be a starting grid, although having to start from the pits would hurt. Agreed, even starting dead last from normal grid would not be much of a penalty, I'd use races where using hards for first stint works for that. A money fine would indeed be meaningless, since it can be printed from tokens, unless it'd be a really high fine but that sort of would allow to buy success with real money.

Still, there're a lot of penalties to choose from that can work, like a time penalty, like 10 seconds for 50% races, added to the race finish time or a penalty pit stop.


Even with fixed spare engines, everyone would use all that was available. The only way to avoid it is with a penalty that really impacts on the outcome of that race, but if we are going to put a fair penalty when changing engines, then why change it? F1-based suggestions are continually made, without even understanding how F1 works and why such measures are taken. The engine sanctions in F1 only serve so that the teams don't abuse an excessive amount of budget on engines. If we did that here we would be imitating the F1 but without getting anything because nobody has too many tokens to spend, and if someone buys them with real money, they are in their right to spend them as they wish.

However I don't understand how this can be a solution to the current system. Currently anyone who wants more engines than stock has, must spend tokens. Tokens are a precious commodity and no one will waste them on engines if they don't really need them.

If 1 token for each extra engine seems like a low price, then it would be best to suggest that the engines cost 2 or 3 tokens each.


I agree with this fully- as I stated previously, I don't think F1 regs would be good in this game obviously. Tokens seem like a very fair penalty for using an extra engine.
md-quotelink
medal 5000
6 years 183 days ago
Gostaria de dar a sugestão do composto ultra macio no jogo, pois será uma realidade melhor e a competitividade será ainda mais ativa diariamente por gerentes que se integram ao jogo de forma real, e tendo uma prática melhor e um pneu há mais para testar e ajusta-lo para estratégias?! Gostaria de saber a opinião do criador e dos demoradores do fórum aqui presentes.
md-quotelink
medal 5002 Super Mod
6 years 183 days ago (edited 6 years 183 days ago)
We already have a token penalty for extra engines, if you're in a two car league and want to change both car's engines every race it's going to cost you on average 1 token per race. When you reach higher manager levels (so you're not constantly chasing new staff and upgrading facilities) you can just about get away with changing engines every race if you carefully manage your sponsor tokens and cash.
If the penalty is increased to 3 tokens per engines as suggested by Rory, yes it will result in many managers changing their behaviour and running their engines for more races, but it also turns iGP into a "pay to win" game. Some managers will buy tokens with real money and use them to renew engines every race.
A better solution would be to make it so you get ten engines every 20 races but remove altogether the option to purchase extra engines.
md-quotelink
medal 4855 Moderator
6 years 181 days ago (edited 6 years 181 days ago)
Rory

Even with fixed spare engines, everyone would use all that was available. The only way to avoid it is with a penalty that really impacts on the outcome of that race, but if we are going to put a fair penalty when changing engines, then why change it? F1-based suggestions are continually made, without even understanding how F1 works and why such measures are taken. The engine sanctions in F1 only serve so that the teams don't abuse an excessive amount of budget on engines. If we did that here we would be imitating the F1 but without getting anything because nobody has too many tokens to spend, and if someone buys them with real money, they are in their right to spend them as they wish.

However I don't understand how this can be a solution to the current system. Currently anyone who wants more engines than stock has, must spend tokens. Tokens are a precious commodity and no one will waste them on engines if they don't really need them.

If 1 token for each extra engine seems like a low price, then it would be best to suggest that the engines cost 2 or 3 tokens each.
It seems you assume someone suggesting an ingame mechanic mirroring a real life F1 rule must also share the same reasons and intentions. Which is not the case. The option for limiting engines, at least my support of it, has nothing to do with money or token budget reasons of any kind in iGP. It's meant to be an option for leagues to enable an extra layer of strategic planning of when to use fresh engines to enabe the full performance of the car and when to go for the unavoidable handicap of running with used engines.

You're right, though, that managers would use extra engines unless the penalty is such severe that enabling extra engines at all wouldn't make much sense in the first place. It's better to make those extra engines available penaltyless but for tokens, which also addresses the problem that we can't just remove engines for tokens without a replacement. So maybe 6 engines standard per car, enough with engines lasting 3 races, 4 with good Cooling stats. Then 2 extras usable at most per car buyable for token and with 1 for 6 token, 2 for 5 token and 4 for 16 or 17 token it should about match the token expenses of the current system. In competetive leagues it means using all extras, like it is a fresh engine every race without engine limits.

As said I am not aware of any problem with the current system and, as said, not meant to be any kind of solution for one from my side. It's meant to be an expansion of the game.

The price for engines in the current system is very well balanced in the current system in my opinion. As Kevin already wrote rising those costs significantly would force manager to buy tokens to be able to use a new one each race which means a pay2win system.

md-quotelink
medal 4855 Moderator
6 years 181 days ago
Double posted somehow.
md-quotelink
angle-double-left ios-arrow-back 1 ios-arrow-forward angle-double-right

You must be logged in to post a reply.