Benjamin Carraud medal 5000 12 years 216 days ago
Hi everyone,
I was thinking about a possible improvement in the future:
It would be very interesting if we could have an access to an engine production facility, where we would not only produce our own engine, but also develop it: as it is with our car, we would allocate some staff to an engine development, and have the possibility to offer some of our engines to the market:
- we would first develop our engine, with our staff, and of course gain some advantage in the long term out of it: better performances, etc.
- then, with a determined production (say, 30 per season), we would allocate some of them to be sold, in a contract, for a certain price to other managers.
Not only would it be another way of having a variation and a different challenge in the game, but also it would offer new possibilities to managers!
René van der K medal 5000 12 years 216 days ago
Interesting suggestion :-)
There's one downside: people can setup satellite teams and provide their main team with cheap engines.
Jake Goodhall medal 5000 12 years 216 days ago
Yes I agree with Rene - I think this was discussed before (or something similar).
But i do like the idea if it can be mmade to be 'cheating' proof.
And here is a noobie question - does the above happen in F1 - ie do teams produce their own engines?
Benjamin Carraud medal 5000 12 years 216 days ago
Well some teams develop their own engine, and supply it to other teams (Toro Rosso for example= Ferrari engine, McLaren= Mercedes engine). That's why some talk about "factory" teams, they do develop their own engines (Same with Mercedes, used to be the same with Renault). Some others just buy it from supplies, such as Cosworth, etc. Well you've seen them in the game already :D
Lachlan Collins medal 5000 12 years 216 days ago
why cant we just develop it and we unlock certain suppliers at certain lvls and you only start developing your engines at a certain lvl. i quite like the idea but we need more staff in all seriousness 200 support staff is not enough for 5 facilities(esp when you need alot of designers,commercial peps,engineers and a little bit of mechanis/or the other way).
David Brady medal 5000 12 years 216 days ago
^ 200 staff is more than enough [and i know i moaned about it before] i've got enough staff to refit 2 full cars, get new parts every 2 days [whole car, even when at 99%] and still have plenty spare for merchandise. Another 50 staff IMO would be pointless as i'd just put them onto merchandise and create even more money that i have no use for
Engine idea is a good 1, even if you could develop your own, given a certain amount of points to distrbute, the whole selling this is open for mass exploitation though
Kade Matthews medal 5000 12 years 215 days ago
The only way I can see it being "cheat proof" or open to abuse is to remove the ability to sell to other teams. What could happen though is an extra facility at a very high level that acts as a money sink. Each season you can invest money in to your own engine - at the start of each season, depending on how much you have invested the previous season, you get a number of points to allocate to the engine.
This, I think, addresses a number of things
- It keeps the realism of a manafacturer team
- It enables players at high levels to have money to spend things on once they have bought facilities
- It's not really open to abuse
- Players can still brand/have their own engine and compete with others for the "best" engine.
I think, in my eyes, it would have to be very expensive and very high level - to enable the feeling of accomplishment on the ongoing basis. An engine should never be allowed to be dominant also - Maybe diminishing returns season on season based on what stats you levelled the previous season and the money invested. Or a system much like the current design system, but a bit simpler. If you put a high number of points in say, a reliability stat, you couldn't allocate near as much the following season. This would allow different combinations at different times and allow some engines to be really quick one season at the expense of the next - it's all about balance.
Ricardo Umans medal 5000 12 years 213 days ago
We will get like TONS of motor suppliers ;)
What do I have to choose when there are 250 almost equal engines???
Benjamin Carraud medal 5000 12 years 212 days ago
Well in my mind, since you only would only access the facility at a certain level, you wouldn't have 250+ suppliers. if so, the limited amount you can produce for others would not lead to an overflow of engines on the market (which would mechanically lower the price of those, thus taking away the advantage!)
I also like Kade Matthews's idea on the design system, this way we wouldn't have a given team producing the ultimate engine season after season
Lachlan Collins medal 5000 12 years 211 days ago
"David
^ 200 staff is more than enough [and i know i moaned about it before] i've got enough staff to refit 2 full cars, get new parts every 2 days [whole car, even when at 99%] and still have plenty spare for merchandise. Another 50 staff IMO would be pointless as i'd just put them onto merchandise and create even more money that i have no use for
Engine idea is a good 1, even if you could develop your own, given a certain amount of points to distrbute, the whole selling this is open for mass exploitation though
Well when I posted that I couldnt manage my staff at all :P it was so poor it was worse than appauling