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Late race boost dominance.

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medal 5000
5 years 12 days ago
Does the boost tech have to be so dominant? I find that the closing laps of a race are completely different to anything that preceeds them. Cars lap at four, five or more, seconds quicker than they have been able to achieve. This, to me, is videogame powerup territory and is out of keeping with the rest of the game. Perhaps boost could be modified to make it more like KERS...a small amount every lap, lost if not used. This would also have the benefit of encouraging players to attend the whole race, thus more thoroughly immersing them in the game.
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medal 5000
5 years 12 days ago
This has been suggested many times before, but I do want to clear up something about boost usage.

In races with long DRS trains and cars close to each other, saving boost for the end is usually the best tactic. It's not my favourite kind of racing, but that's the way it is with long DRS trains. But this is not necessarily the case in races where the pack is spread farther apart, and even with races with trains, managers can still pull something with boost, getting track position at critical moments, and so on. I have teams in 2 of the leagues with the highest average reputation in the game, very active leagues with managers attending the whole way through, and can attest that managers have won by spending quite an amount of boost, if not ample amounts of them, throughout the race, not just on the last lap.
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medal 5000
5 years 12 days ago
Boomer kid....
I tend to use it for track position, often around pitstops, but my point is the 'gamey' nature of how it is most often employed. I, personally, find it quite ridiculous that cars have a 'magic powerup button' that can make all the tiny aggregated gains of development look insignificant. I prefer more realism, hence the suggested alternative method which is far more like what actually happens. Is it practical in terms of the programming behind the game? I don't know, but it is certainly, to my mind far preferable. There are many powerup filled racing games available but none that I have found like this one as a motor racing management simulation game on this platform.
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medal 5000
5 years 12 days ago
I agree the boost in this game is gamey in the sense as it often guarantees an overtake (seen cars repass immediately without boost though, and it's not that rare of an occurrence). But it's not like this sort of boost system doesn't exist IRL. Indycar has a similar mechanic with push-to-pass (the system in place since 2017 is more or less similar to boost here, where the drivers get a time allowance and can use the button as they please without any max or min boost limit with each use). Also, even the leading car can use push-to-pass, unlike how DRS works in F1. It's only on road and street courses however, not on ovals otherwise that'd be quite crazy. Overtaking in actual racing is much more of a task to say the least, so it doesn't feel that gamey IRL.
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