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NewStaff/Driver stats/Building

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medal 5000
4 years 106 days ago
I know some of the following ideas have been mentioned before but here they are from my point of view.
So, here are my suggestions to make the game a bit more strategical:

CD adjustments:
1. I'm in favor of the idea of CD having a bigger impact on next season's car design and being able to see the percentage of DP gained/lost per race if possible. So in a 20+ race there would be a considerable gain from investing there and even having multiple CDs through the season.

New Driver Stat/Driving ability cap:

2. A "hotlap pace" driving ability stat would make a nice addition and minimize a bit the qualifying chaos. Of course it wouldn't matter if we all trained to 20 so here's the rest of my suggestion. I think we shouldn't be able to max out a driver's driving ability stats. As it is now, if you have a young talent 20 driver and all other 3s, it takes 68 points to max him out (always talking only for driving ability stats). If you add 17 for the hotlap pace, it becomes 85. What i am suggesting, is that when a driver is about to increase one of his driving ability stats through training, we get to choose which one, because out of the 85 points needed, we will only get i.e. 65 . This way, drivers won't be all the same once maxed. I.e a monaco master with slow cornering maxed would struggle in Great Britain with all these high speed corners. Or he may find it hard to overtake with a low attacking stat. Or be bad in qualifying if you like this part of my idea. So, if you want a well balanced driver, the points would be enough for each driving stat (apart from talent) to be at 15. Of course this number could be 14 or 16, i just said 15 cause it seems to make a considerable difference without creating huge imbalances. 

Pit crew staff addition:
3. The addition of pit crew staff. Obviously responsible for pit stop times. As i have it in my mind, the only staff members to be able to train. Would be cool if it wasn't just one entity, but being able to manage each one of the pit crew members separately, but that's for the developers to decide if doable.

Weather calculating service:

4. A weather forecast building/supplier. Since the game is based on real world conditions and everyone can just google for it, i'm not talking about the usual weather forecasting services. What i am proposing, is giving us some insight into how the game's engine "translates" the real world data into in-game conditions. For example, if it is raining, a sentence like: "with the current conditions, in __ laps the water depth will approximately be __ mm". So, it will not be taking into account if it is going to stop raining in 2 laps, just calculating water depth based on the current conditions. The more we level it up, the more precise it is going to be, or it will give us information for more laps.

Track expert staff:

5. A "track expert" staff member. Someone who will pretty much tell us which car design attribute(s) is /are the most and less important for each track. The better he is, the more races in advance he will be able to inform us for. In that way, we won't have information to plan the design development for the whole season, just the next few races. Although, after a few seasons we will know this intel for all the tracks, like the current setup situation.

I hope i explained everything well enough and wasn't toο wearing with all this writing.
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