ios-personmd-notifications md-help-circle

Profile

  • Guest
    medal 0
  • Posts: 21
  • Post Likes: 3765

Notifications

  • No Unread Notifications

To go along with the survey..

warning
This thread is closed. Threads older than 6 weeks are closed automatically. To continue this discussion, create a new thread.
angle-double-left ios-arrow-back 1 ios-arrow-forward angle-double-right
md-lock This topic has been closed by the moderator
medal 5000
10 years 48 days ago
I have made 2 attempts to submit the survey, but my write up of suggestions takes to long and it kicks me out. so.... going to put this out there:
Pull ideas from other management games:

BAT Racer, but only to a certain point. The failure rate is too high in BAT racer, especially in the sports car series where I spent (notice the past tense) all my time. Very hard to take that you are knocked out in the first 5 laps at LeMans due to a part failure or because someone was too aggressive and took you out.

There should be tiers for the failures...
if a part is over 80%, there should be something like 0.06% chance per part per lap (so 8*.06= 0.5% max)
from 80 to 60 it goes up to 0.18% per part per lap (8*.18=1.5% max)
60 to 40 up to 0.5% per part per lap (8*.5=4.0% max)
below 40 you could make 2 or 3 categories with the last one guaranteeing a part failure before hitting 0%.
Of course parts deteriorate at different rates, and there should be a small random factor in addition to push level acting as a small multiplier, which is why I am rounding. Also if this means only 5 cars in a 32 car field finish, then obvoiusly the percentages need to come down.

Also when a part fails, the replacement "cost" will double (doesn't have to just be a financial doubling) because you assume the car was damaged due to the failure instead of normal wear and tear. Possibly even cause a setback in your devolpment of the failed part for the current and next season because you as the boss fear the engineers have gone down the wrong path.

Finally, if a tire blows the suspension and underbody should start to wear at a minimum rate of 10% per lap (Monaco, with Spa and Japan being more due to their length). May need to convert damage to % per km

I would also like to see that if something does fail on a car, and it is a 2 car team, the other driver has to make an adjustment and maybe he will no longer use the 5/5 push and go all out or if he has low mental stats he gets paranoid and is driving 5sec a lap slower

For the once a week leagues (which I have both my teams in) it will be heartbreaking to fall out like that, but podiums and wins could be that much sweeter.
md-quotelink
medal 5000
10 years 48 days ago
thanks
md-quotelink
medal 5000
10 years 44 days ago
I will add one more thing. I was talking with my league host and we thought of a way to make the TD more relevent. 

Based up on their experience: they can more accurately calculate your fuel. When they first join the team, they are off by up to 1L per lap but a TD with high experience "learns" to factor in the engine, fuel supply, gear ratio, and any other of the factors that influence the fuel consumtion rate within about 4-6 races.... getting more accurate as the season progresses. TD also provides fuel info for both drivers. A change to any of the factors (new engine supply, change in gear ratio, etc), and he is off by a small margin again but can quickly dial it back in in a few races. Level of the TD can also act as a multipler as to how quickly they can adjust. This means auto hire TD would take all season to figure things out, but save you a lot of money, and those that want to do well will want to hire the highest level TD they can with highest experience, but the hiring of a new TD will cost them in terms of a expensive contract and inaccurate fuel at first. If possible, this could be disabled at the rookie level, or at least have the rookie levels take most of a season to figure out the fuel.  Random factor: TD has bias against certain engines and/or fuel and is not as accurate 

Based upon charisma: better pitstops. If he can get along with the crew, they will work harder for him. Again a learniing curve so that it does not show itself from the first race. 

Additionally, a high level TD with high experience and high charisma may also be able to figure out how to get your drivers to save an extra 1-2L per stint, which can be critical at the highest levels. And to go along with bias, if he is working for a team that has an engine or fuel he does not like, he slowly loses morale which bleeds over to the charisma and in turn the crew and the pitstops. 

Final note: maybe high expericene is not the ideal and maybe if the TD is within a point or 2 of your DRIVERS' experience, that is what works best

md-quotelink
md-lock This topic has been closed by the moderator
angle-double-left ios-arrow-back 1 ios-arrow-forward angle-double-right

You must be logged in to post a reply.