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Driver Health Training Exploit

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medal 5000
6 years 13 days ago
Dear developers,

I came across an exploit.  It seems that your driver health having to be a certain % at race start (which influences race preparation from 'good' to 'great') is irrelevant.  It looks like you can train your driver to say 20% and he will start with full health for the race.  Single digit %, yes, I have seen he drives with red health, and I'm sure this affects performance.

Also, what this does, is give 'bonus' health after the race is done.  After the race, your driver health will be at the ~80%, like he started the race at 100%.  This obviously means you can train your drivers much more now.  This will busts the myth that your driver will perform better if he has higher health.  This is not true.  He performs the same if his health was 25% going into the race or 100%.  

Please fix these 2 exploits: 
1) Driver health doesn't affect race performance, period! 
2) If a driver is at say 25% health at race start, he shouldn't finish the race on ~80% health!   
md-quotelink
medal 4931 Community Manager
6 years 12 days ago
Incident reported to development team.
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