Abhinav P medal 5000 5 years 331 days ago
I think that 3 or 4 engine for a season would be very exciting and challenging for all the manager in igp manager and we can use old engine also for races like Monaco in order to conserve engine
JT Smith medal 5000 5 years 323 days ago
So I know this got rejected, but if we had a very limited number of engines it would really push us to strategize when to rotate those engines. Imagine having a screen where you had the engine stats and could select which to use for your next race. I could also see the ability to repair the engine, but making it super costly. Finally the ability to develop your engine to produce more bhp, torque, fuel efficiency, etc... the catch would be you can only develop a engine that has not been raced. This way teams would not only have to build a chassis, but also an engine to be competitive.
Then the next season you would be able to choose your most developed and would have to develop from there so you're constantly building.
The engines below would each have strengths and weaknesses, but managers would need to learn which stats to improve and then build a car with the handling, down force, etc to handle their engine. Managers would also need to learn which engine lends itself to which tracks and finally they would have to develop for next year all at the same time. I realize this is fairly involved, but I picture it something like this:
Engine 1:
--select for next race--
Status: 100%
Races ran: 0
Repair: 2% [15 Tokens]
Develop: +2 [3 Tokens]
BHP (Top speed): 980
Torque (Acceleration): 251
Fuel Economy: 3.2
Engine 2:
--select for next race--
Status 77%
Races ran: 2
Repair: +2% [15 Tokens]
Develop: +4% [3 Tokens]
BHP (Top speed): 1000
Torque (Acceleration): 251
Fuel Economy: 3.8
Engine 3:
--select for next race--
Status: 86%
Races Ran: 1
Repair: +2% [15 Tokens]
Develop: +4% [3 Tokens]
BHP (Top speed): 926
Torque (Acceleration): 423
Fuel Economy: 3.6
Engine 4:
--select for next race--
Status: 100%
Races Ran: 0
Repair: +2% [15 Tokens]
Develop: +4% [3 Tokens]
BHP (Top speed): 847
Torque (Acceleration): 510
Fuel Economy: 4.1
thomas IronLotus medal 5000 5 years 323 days ago
I actually like this idea, it will help those of us who can't attend every race attack more when we can make it. Does it simulate real life F1 better as well?
JT Smith medal 5000 5 years 323 days ago
That was my thought, and it would separate the engine stats from the chassis stats which could be another whole thing that we have to work at.
Frank Thomas medal 4985 Moderator 5 years 323 days ago
Yes, I also think as an optional choice it could be really used by leagues to spice things up and keep their game fresh. Also good ideas but it can't get too complicated, or expensive in terms of token. So I'd say like 6-7 engines per season and car (more and you hardly have to use any 3 times, less and the token costs are quite higher compared to the current mode) and 50-75% of the wear of a used engine can be repaired by spending a token.
Perhaps, to include the suggestion that the engine manufacturer develops the engines further during the season which would add another element to engine management, each race the unused engines get either randomly (maybe like training, so no stat goes to 3 until all reached 2) or in fixed order one bonus design point on Acceleration, Handling and/or Fuel Economy.
JT Smith medal 5000 5 years 323 days ago
Or with another way we could do this would be having say 3 engine manufacturers to choose from at the beginning of the season each having strengths and weaknesses, and then having to improve it via research throughout the season. That we can all start with super different cars.
Dan Tyler medal 5000 5 years 318 days ago
It would also mean ppl put poibts into cooling and reliability which currently do nothing
Memo Leiva medal 5000 5 years 317 days ago
A truly phenomenal Idea!!!!!! It keeps everything related to the concept a management attribute.... 3 - 4 engines may be too low of a number though....
Keep them coming Abhinav P!!!!