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Suggested
Updates to Car Management

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medal 5000
6 years 98 days ago
1) As a long-term change, I think there should be an option for teams to individually develop their engine. My proposal would be to start with one of the existing engines at a base level of performance, very similar to the cars, and develop the different aspects of the engine specifically. With this, we should implement specs into the game. Nothing crazy, just the basics, like horsepower, torque, and rpms.

2) I also feel that car development should not be a completely linear movement. By this I mean there should be some incentive to developing different aspects of the car at different times. For instance, if you have a car that has a lot of acceleration while having little downforce and/or handling, then that should negatively affect tyre management. To incorporate the previous idea into this, say you would develop your engine +100bhp while not updating the handling or braking abilities of the car. Naturally, this should result in the driver being less consistent, more prone to making mistakes, and also potentially lower the overall reliability of the car. Another effect of this that could be added asap would be when acceleration (most closely representing gross engine power) is upgraded, this should also increase the demands on the cooling system, requiring the driver to push the car less, or for the cooling system to be developed. To add to this, your staff should be able to analyze your car's performance in relation to its developed areas and offer suggestions as to which areas of the car to improve. Overall, I would really like to see trade-offs added into development of the cars, as is ultimately the case in real life. Maybe we could even incorporate things as extreme as being able to alter the wheelbase of your car. Once you set the wheelbase in the beginning of the season, you must now develop your car around this, and understand that you will inevitably come up short at some circuits and capitalize at others due to the quirks of wheelbase and how it affects performance).

3) This one might not be too popular, however I think it would be cool to see the cars switch over to using power units similar to what the current F1 teams use. The reason being that the way the game is setup now, once you develop your car to manage tyres and fuel effectively, it is in almost every race more efficient to do short, fast stints, where the drivers are pushing the cars hard all throughout the race. To help mitigate this, the limit of engines should be reduced to 5-8, and we should have to manage a turbocharger, and for simplicity's sake, the electrical components could simply be represented as a generator, battery, and electric motor. These should have to be managed similar to the way they are in F1 now, and maybe we could even incorporate the power management strategies (recover more power or recover less) in order to affect things such as overtaking, race pace, and fuel economy. These aspects would undoubtedly make players manage their races with much more thought, and will introduce the aspect of modern F1 where pitting on lap 28 versus lap 29 could be the difference between a win and finishing 5th due to how tires must be managed. In order to allow under-developed cars to strike above their weight and allow for brilliant managing to be rewarded, I think refueling should remain an aspect of this game. It would allow teams with highly developed cars to unlock the potential to find pace on harder tyres, make fewer stops, and keep the engine turned down for longevity's sake, while still allowing teams with under-developed cars the opportunity to gamble on pushing harder on softer tires while making more pit stops, however with the gamble of risking their limited engine supply due to having them turned up to a higher performance level.

4) One last thing, and inevitably, there needs to be some kind of way to penalize teams that require more engine components throughout the year. Whether this would be through a grid penalty system, needing to spend tokens, or even simply requiring the player to spend their team's money, this would add another facet to the intricate balance of managing engines throughout the season in order to make the wisest choices. The engine and its components should be able to be rotated and combined differently, as is done in F1 currently, so that a strong set of components could be used at a circuit that's hard on engines, and a weaker set could be installed at circuits that aren't so dependent on the engine. All of this would give the game more depth, make it more diverse, and allow less margin for judgement errors on the player's part.

After all, F1 isn't for the faint-hearted. Especially not F1 management! ;)
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medal 5000
6 years 98 days ago
This is a web based game with a very limited app functionality(can't even scroll down the list of driver standings on the live viewer within the app) and its free too! Your suggestions just seem far too complicated(maybe not to understand but to get working in the game) and if that is what you really want to see from a game then you should be looking at the full version of Motorsport Manager(not the mobile app).

P.S this isn't an F1 management game.
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medal 5000
6 years 98 days ago
Uhhh..I think I have to agree with Andy here as,the thing is,it is not an F1 game so it can be whatever it wants(?).And your suggestion seems to be really...uhm...really complicated to follow for players in iGP and also 3) won't work as mangers with an absurb ammount of tokens can literally spend all of them into engines = giving them a huge advantage.As for 1),it can give advantage to higher lvl players due to them having more experienced/level staffs and can easily outmatch any opponents in engine development.
2)Cooling,Tire mangement means sh*t in iGP so everyone will take that trade-offs anyday of the week + higher level = more research points = compensating their loss of cooling and tire wear
4)Like I said,players with an absurb ammount of tokens whether they have been storing them for years or they are moderators,they can easily take that penalty(not to mention P2W guys) and start with a huge advantage
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medal 5000
6 years 98 days ago
I agree with Andy.
1) I like most of suggestions, but iGP Manager is another type of game. You don't have to spend much time for all preparations, the way to succeed is to join races live. It's a multiplayer game!
2) Never thought it's a Formula 1 manager. For me it's a F1 and Indycar (which i like more) mixture, there are even both DRS and Push-to-Pass in this game. So, why not to add an oval then? Though I totally agree with the 5-8 engines per season idea and switching them from race to race strategically.
3) From my point of view, the most undeveloped part of the game is practice, it really needs to be more complicated.

Anyway, thanks for writing, it was interesting to read.
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medal 5000
6 years 98 days ago
Sorry, I should have said a bit more instead of sounding like slating your suggestions. They do sound good and could be the makings of a good game but I just don't think they would work for this game.

As Hjbjg Gjgjbb has said, the way to succeed is to firstly choose a league that will suit you, start time wise, and then attend the races, being there to take in the race can give you a huge advantage over those who do not attend. The game is designed around the whole live race experience.
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medal 5000
6 years 97 days ago
Yep, I’m 100% in agreeance with you about presence equaling success. Some of these ideas come from the fact that in 4 days I was able to join a league part way through their season and develop my car enough to win by 30+ seconds in the 3rd race and to finish my team a lap ahead of everyone else in the 4th race. My league is decently competitive, and I’m now to the point where my car outpaces all the other rookie teams by 2s a lap in qualifying. I’m just amazed at how quickly I could develop my car to such a level, and while nobody can complain about winning, I just feel that from my long-winded idea scheme we could incorporate a few minor changes to help put more emphasis on the development of the car as a dynamic package instead of it simply being a completely linear development curve.
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medal 5000
6 years 97 days ago
I don't think your league is very competitive. Being a host myself, I know how complicated it is to create an active league. Most of new players download this game, hoping to find something like Motorsport Manager. They join a league and than want to race immediately, but they can't! And eventually new playres delete this game 5 min after they download it. That's sad.
You are lucky to join a league with an active host, but it seems like he "kicks off" inactive players too rarely and now the league has huge problems. It has only 1-2 active members in each tier, you can always see who is active or not looking at practice results. You was the only one to join practice last race (and as I mentioned before it is necessary to succeed) and of course you won. And look at automatic strategy, everyone, except you, pitted just 3 laps before the end and switched to mediums. Believe me, this is ridiculous.
You have 2 ways (if you don't want to have easy wins of course). 1) Ask your host to renew the league somehow (at least kicking off new inactives in rookey after 3 days). 2) Find another league. Click on spectate button and you'll see leagues that have races at that time. Leagues with more reputation are more competitive. If a league is full you can always ask it's host to find a space for you.
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