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Proposal for Q3 (Driver Attribute overhaul, DNF Syste, Driver Scouting Overhaul and Team Crew)

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medal 5235
12 years 138 days ago (edited 12 years 138 days ago)
Greetings fellow forumers, I am here once again to propose more suggestions to growth our lovely game, following my Design and Supplier suggestions, I'll be following them up with three more suggestions aimed towards Drivers and their Driving aswell as a Team Crew system that influences your performance and progression.
[list]
[*]Driver Attribute Overhaul – New, refined and specific stats that aim towards the driver's performance, skill and behaviour, aswell as influencing your team's progression, including such attributes like Perception which can help avoid incidents.
[*]Did Not Finish System – Crashing, failures, and racing incidents that can happen which is entirely influenced on teamwork, your driver's skill and behaviour and your comrades in the Paddock.
[*]Driver Scouting System – New creative way to find new drivers, and crew.
[*]Team Crew Attributes – Now more hands on with your team, they can be better or be worse, increase your team roster size into including several attributes to influence their performance. Your team will consist of Pitstop mechanics, Team Data Analysts etc. Their attributes as well as their nationalities and experience will effect your race.
[/list]
Driver AttributesThe new driver attributes would be seperated into several categories of Attacking, Speed, Defense etc as it is today. There will be more statistics for the driver but there is a wholesome cap which is less than a 100% in every stat, so the driver's skill can easily be different compared to other drivers.This grants different drivers as later with our current system we can see the same drivers everywhere on everyteam.Here are the list of Attributes followed by their categorie(s)

For a list of the Attributes and what can train them, click here.

Training
Increasing attributes requires training much as it does today in iGP, as per usual you will train one of the six categories but this time it'll train a random 3 attributes and during the race, some attributes can increase gained from active training.
Learning on the Track vs Atrophy:
Atrophy occurs when a driver becomes older and loses his talent in a specific attribute, in this system, this would occur if the morale of the driver is low, or if the driver has made mistakes during the race. Ie spinning out on a Hi-Speed Corner or an overtake which results in a lot of lost time will reduce that Attribute skill by 0.1The opposite effect would be learning to drive in certain conditions and success, this would increase through experience and a driver will gain 0.005 attribute for each overtake or Hi-Speed corner they do successfully. A driver that succeeds on the track is an improving driver.What does each Attribute do?
[list]
[*]Aggression – Increases the rate of overtaking your driver will attempt. Higher the Attribute, the more frequent overtake attempts he'll make.
[*]Anticipation – Increases the rate of blocking your driver will do when he is being overtaken, the higher the attribute, the more successive blocks he can commit.
[*]Bravery – Increases the driver's precision to brake as late as possible, in improving laptimes or critical success on overtakes.
[*]Charisma – Increases the driver's media and commercial draw, increasing revenue for the team and increases communication between himself and the Paddock Team.
[*]Composure – Reduces the driver's chance of making a mistake when Attacking or Defending. The higher the attribute, the less likely for him to cause a racing accident or coming off the track.
[*]Decisions – Increases the chance of successfully blocking an overtake, higher the attribute the better the chance of preventing the overtake.
[*]Expertise – Reduces Tire Wear and Temperature change in the tire when at Optimum temperature (White). High attribute will allow longer Pushing Rates before the decision to reduce temperature is needed.
[*]Experience – Increases the attribute training gained from mid-race (Increases with age)
[*]Feedback – Increases the driver's ability to make a optimum set up.
[*]Focus – Increases the driver's ability to follow the Racing Line, reducing lap times.
[*]Influence – Increases your driver's ability to work with the team in making his race more comfortable.
[*]Health – The health of the driver, reducing the base chance of him making a mistake. At 100%, the driver will never make a mistake, at 90%, there is a 10% chance he'll make a minor mistake per lap, and there is a 1% chance he'll make a fatal mistake and this also reduces the focus stat. Composure further reduces this effect.
[*]Hi-Speed Corners – Increases your driver's ability to tackle Fast Corners with efficiency. Reducing laptimes and increasing Overtaking and blocking.
[*]Lo-Speed Corners – Increases your driver's ability to tackle Slow Corners with efficiency. Reducing laptimes and increasing Overtaking and blocking.
[*]Morale – Sets the morale of the driver, effecting his chances of continuing to race for the team and performing well in the races.
[*]Overtaking – Increases the chance of successfully overtaking an opponent. Higher the attribute, the more likely a successful overtake will occur.
[*]Perception – Increases the chance of your driver to detect an opportunity to overtake, avoid an accident, see a potiential overtake in the process, and increases bravery in wet weather races.
[*]Reflexes – Increases the driver's ability to change direction, effectively increasing the rate of Blocking and Overtaking, aswell as reducing the need to braking duration of corners.
[*]Stamina – Reduces the loss of health rate during the race.
[*]Talent – Reduces the the loss of time when making minor and major mistakes and increases the driver's ability to straighten the car after a corner (Reducing the need to brake after finishing a slow corner)
[*]Teamwork – Increases your driver's ability to work with his team mate and paddock crew.
[*]Wet Racing – Reduces the effects that come with Wet Racing that effects attributes.
[*]Work Rate – Increases the driver's handling of a car when the car suffers a loss of grip.
[/list]

DNF System
Races tend to be more fun when there is track drama, as well as it prevents repetitive of people winning races all season. In a sense, crashing, spinning off, and failures.Every Corner, Every Overtake will trigger a Random Number Generator influenced by the track, tires, driver's attributes and behaviour of the driver and the car. The chances are baseline 0.1% chance of a hefty crash, which increases to 1% during wet races, 1% of a spin off or leaving the track, 2% chance of a small touch, 0.5% chance of a collision with another car and so on.
[list]
[*]Racing incidents – These incidents can deal a small or big loss of time, car damage, terminal damage. Descending of likelihood.
[*]Off-Track Accident – These incidents can deal a small or big loss of time, and beaching (car stuck on gravel) or the car itself hitting the wall (either car damage or terminal damage)
[*]Failures – certain systems can fail on a car, Anything from a puncture, to KERS or DRS failure, Radio failure or even gear box or engine failure. Latter being more serious. All of which can cost time or end one's race entirely, from the most likely to less likely.
[*]Penalty – Sometimes a racing incident can occur with the driver making a dangerous act, which can be a time penalty, drive-through or a disqualification. This is ultimately controlled by driver to driver relationship and morality, intentional accidents are 'Impossible', but drivers can disregard each other on the track (Maldonado).
[/list]
Accidents are uncommon, retirements are rare, but adding that chance of these happening and you have more interest towards the race.

Improved Driver Scouting
At the moment, the current system has the same list of drivers everyday. Instead we can have a rotating list that changes everyday at 1pm. You have a scout who lists several drivers, 10 for Non-Subscribers, 25 for Subcribers.
You can arrange your scout to search in regions, for age groups etc and at 1pm everyday he will supply a list. Searches can include the following:
[list]
[*]New Driver
[*]Age
[*]Nationality
[*]Continent
[*]Language
[*]Experience
[/list]
The results grant 40% new Drivers and 60% drivers who raced with previous teams. If a Driver has been searched 20 times without signing, he will leave the driver scouting board. The scouting list remains with you for the 24 hour time period, if any signings were to fail, the options remain until a new list comes in.Signing a Driver, your Driving Pool consists of 1 or 2 Main Drivers and 1 or 2 Junior Drivers.
[list]
[*]You can switch out a driver per race, but only one at a time and not between Race Lockout and Race Finish.
[*]You can train all four drivers every race.
[*]At the season's grace period, you can change your driver's position from Main and Junior.
[*]Moving a Driver from Main to Junior can result in him leaving your team.
[/list]
Paddock Team Crew
Your racing team would consist of racing engineers, mechanics, engineers, data analysts and Driver assistant. Each crew member has their own function and contributions.Here is the list of positions for your team:
[list]
[*]Technical Director – Team Leader, increases team morale and performance.
[/list]
[list]
[*]Driver 1's Race Engineer - Provides the driver with information and increases the Feedback Attribute
[*]Driver 2's Race Engineer – Provides the driver with information and increases the Feedback Attribute
[*]Driver 1's Assistant – Increases the Driver's morale
[*]Driver 2's Assistant – Increases the Driver's morale
[/list]
Pit Crew
[list]
[*]Lolipop Man – Uses attributes such as perception and Influence to help release the car fro the pitstop in a faster manner.
[*]Front Jack – This guy lifts the front of your car and changes your front wing for you, his skill and attributes influence this job's efficicency.
[*]Rear Jack - This guy lifts the rear of your car , his skill and attributes influence this job's efficicency.
[*]FL Tire Team – These trio unscrews, removes, replaces and tightens your Front Left Tire. Their attributes increase the efficiency of this job.
[*]FRTire Team – These trio unscrews, removes, replaces and tightens your Front Right Tire. Their attributes increase the efficiency of this job.
[*]RL Tire Team – These trio unscrews, removes, replaces and tightens your Rear Left Tire. Their attributes increase the efficiency of this job.
[*]RR Tire Team – These trio unscrews, removes, replaces and tightens your Rear Right Tire. Their attributes increase the efficiency of this job.
[/list]
Data Team
[list]
[*]Thermal Analyst – Helps communicate with the driver about his car's temperature levels
[*]Tire Analyst – Helps communicate with information on the tires of the cars.
[*]Radio Monitorer – Listens to other team radio to provide insight into racing information, like expected pitstops, car trouble and flag warnings.
[/list]
I will discuss their attributes at a later time, until them I hope you enjoyed this.
md-quotelink
medal 5000
12 years 137 days ago
+1 all the way! good job
md-quotelink
medal 5235
12 years 136 days ago
Thanks :)
md-quotelink
medal 5000
12 years 135 days ago
Some great Ideas. I would love this all.
Maybe something for IGP Manager 2 ;)

Thanks for sharing.
md-quotelink
medal 5000
12 years 135 days ago
NJ, but i dont think you need a stat for each tyre team.  

1 Stat for tyre team
1 stat for fuel team
1 stat for the team that lock/release the car
1 stat for the team that fix parts of the car (wings mostly but sometimes cars have other problems too this team have to fix).

If you need more stats give them Morale. (Better results in the race = better morale and a chance of a better performance).

As i see lot of seasons here with 1 race everyday i think the list idea should give at least 15 for non subscribers,  but i liked the idea.  Im very pro of giving another advantagens to subscribers (that improve areas but not give a clear advantage) so the non subscribers can get the tyre temperature and fuel per lap.  (I think all should have this information). 


md-quotelink
medal 5235
12 years 128 days ago
"thiago
NJ, but i dont think you need a stat for each tyre team.  



1 Stat for tyre team

1 stat for fuel team

1 stat for the team that lock/release the car

1 stat for the team that fix parts of the car (wings mostly but sometimes cars have other problems too this team have to fix).



If you need more stats give them Morale. (Better results in the race = better morale and a chance of a better performance).



As i see lot of seasons here with 1 race everyday i think the list idea should give at least 15 for non subscribers,  but i liked the idea.  Im very pro of giving another advantagens to subscribers (that improve areas but not give a clear advantage) so the non subscribers can get the tyre temperature and fuel per lap.  ;(I think all should have this information). 







I'll probably go into more detail about team attributes on a later time when this recieves more thumbs up.
md-quotelink
medal 5000
12 years 128 days ago
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