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DRS - 50% in Wet Races

50% Drs in Wet Races?

48.15% (13)
Yes
51.85% (14)
No
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medal 5000
3 years 221 days ago
So I know this goes against the grain somewhat but would it make wet races soo much more interesting? I definitely think it would! I know F1 fans will say "ahh but wet races have no DRS in real life", that is true but nor do they have the problem of boosting having a huge deciding impact on the outcome of wet races. As I'm sure many experienced managers are aware of the big "boost battle" in every single wet race which ultimately nearly always leads to races being decided through whoever is in front from the start. So to solve this, and just for the sake of the game, I propose for DRS to be made active during wet races, but not entirely! Just in a way that the following car needs to be very close to the car in front to make them eligible for the overtake, so whether that be DRS cut to 50% strength or 55% or whatever the developers discover it to be so as it's just enough for an overtake. So this way we will still get all the diversity of wet weather races like different tyre temperatures, tyre wear, water levels on track, which wet tyres to choose and when and also with the complexity of getting close enough to your rival to execute the pass in drs zones, adding to and enhancing the strategic battles on the track. This would straight up eliminate the "Boost to Win" issue in wet races and make for much more exciting and interesting races I think!
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medal 5667
3 years 221 days ago
Personally, I would prefer to have a boost recharging system, only for wet races and maintain everything else as is.  This is only an idea, and may also be unfeasable, but here goes on the detail...

The recharge should begin at about half race distance (when the odds are that it will remain a rainy race).
The recharge will only occur if boost levels are kept above 40%.  Anything below that will not allow a recharge and that will be the amount of boost allowed for that car till the end of the race.
The recharge will take between 3-5 laps depending on remaining current boost and the bendiness of the track.

This idea for wet races will add an extra tactical dimension to racing and allow for even more varied, overall strats.


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medal 5000
3 years 220 days ago
@Timothy Barry ... Honestly I feel having too much boost would dilute the skill element of the game and detract from the simulation aspects, which are pretty much essential for this type of game. Personally I think a players managerial influences and their skill level within the game should be the main ingredients for dictating who succeeds rather than a player boosting for large periods. For example, fuel loads, tyre strategies, pit stops, push levels, research and allocation of design points, hq upgrades, staff upgrades and driver training should all have a bigger influence than a mere push of a button! (i'm probably forgetting a few! 😂) Don't get me wrong though, I'm not against boost, I think the amount that we have at the moment is fine and adds a nice strategic element to the game but anymore and it would diminish the core simulation aspect of the game. 
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