- Picking a Tall Driver with 20 Talent
- Getting all their stats to 20 with no limitations on improvability except a hardcap which is 20
- Building up the big four stats, and the economy stats, and ignoring the cooling and reliability stats.
Only difference between a team would be race strategy but that tends to leads to endless DRS trains, cause we can effectively get the same car, the same driver in every team. So it becomes a lottery and a math question.
What would be a solution? How about less accurate information on the car and drivers. Lets start with the driver.
Earlier in another post I talked about variation of stats pre-generated by the Driver and I want to expand upon that.
The Talent Stat.
This should be completely hidden to the point it should really be something shown as "World Class Talent" "Talented Driver" "Professional Driver" and "Unknown Talent" instead of 1-20 and this talent stat is automatically generated the moment the driver profile is created by the game's database.
What would this be then?
- A "World Class Talent" would effectively be someone with a talent between 13-20 (12 + 1d8).
- A "Talented Driver" would have a talent score between 7-16 (6 + 1d10)
- A "Professional Driver" would have a talent score between 1-12 (1d12)
An Unknown driver would be an untested or un-scouted driver in your Scouting Building. Uncovering their talent would be fulfilled with Scouting, Young Driver's Test and do Free Practice. This would require allocating resources to observe the driver. When scouted he would be shortlisted into one of four categories.
- "Wonderkid" would have an expected talent score of 8-20
- "Talented" would have an expected talent score of 5-20
- "Promising" would be have an expected talent score of 3-20
- "Sponsored" would have an expected talent score of 1-20 but also generates income by giving you the option to sign a third sponsor if they are seated in a race seat.
Then you have them drive your car at a race and after their first full race for you team you find out if they are a Professional, Talented or World Class Driver.
What about their improvable stats?
So a driver has 9 Improvable stats and their weight. When a Driver is created they have three sets of stats:
- Performance, which is Attacking, Defending, Fast Corners and Slow Corners.
- Mental, which is Composure, Focus, Knowledge and Morale
- Physical, which is Stamina and Weight.
Now lets break up these groupings and lets use a "15 talent" driver
Based on their Talent level, they get a stat allocation of a basic score plus 1d4, 1d6, 1d8 and 1d10 which can be added to any four of the scores. Let see what their stat breakdown should be.
- Attacking: 16-19 (15 from talent + 1d4)
- Defending: 16-21 (15 from talent + 1d6)
- Fast Corners: 16-25 (15 from talent +1d10)
- Slow Corners: 16-23 (15 from talent + 1d8)
Now the assigned dice/random number assigned does not change, but it gets rerolled every season. We do the same thing for the Mental Stats and then we come to Physical Stats.
Physical Ability of Stamina and Weight should be directly affected by Morale, Knowledge and Experience. Every driver knows they should be as fit as they can for driving but this will depend on the following.
Stamina stat is broken into 5 categories and we'll use 1-20 as reference.
- "Out of Shape" is a stamina stat of 1-6
- "Unfit" is a stamina stat of 4-10
- "Fit" is a Stamina stat that is 8-15
- "Great Shape" is a Stamina stat that is 12-20
- "Peek Physical Condition" is 16-20
How does this get affected.
- Each race a Driver has an own set goal that can be higher than the team's target. Scoring lower than this target damages morale, so does DNFs, losing out on podiums, qualifying low
- Knowledge, does the driver know how to eat healthily, exercise correctly?
- Experience, Driver knows what works for them but some may not be as smart at this so;
- Doctor/Physiotherapist also help guide a driver who doesn't have their own experience.
What about Experience:
- This stat plays perfectly into the game as a second talent skill but in a different way that helps reduce mistakes and making the right decision based on 'experience'
- This is gained as it is now, from gaining experience throughout their career.
What this does is provide a driver that we know nothing about, that we can explore and learn more and more about to the point that they are either great, good or useful.
What about the car, designing, suppliers and so on? Well we change not the stats themselves but how we acquire the stats.
The car itself should have three sets of groupings of components:
- Aerodynamics (Wings, Floor, Sidepods, Engine Cover)
- Mechanical (Suspension, Brakes, Gearbox)
- Power Unit (The ICE, The Power Store, Fuel system, and Energy Deployment)
How does this all work out?
Currently we improve cars by spending points, lets do this in a different way.
Introducing, Token System but in a Design Way like it works now but not with actual tokens but Design points. Upgrading each component on a car comes with a Design Point cost which doesn't increase but the rate of improvement begins to slow. Lets see what each part costs and what improvement does it bring? Each time you develop a part, the improvements it gains are reduced by 1 so it effectively means 1d9, 1d7, 1d5 and 1d3 eventually goes down to 1 per stat.
Aerodynamics
The Front Wing - Costs 7 Design Points and does the following:
- Grants 1d10 Improvement to Downforce
- Grants 1d8 Improvement to Handling
- Grants 1d6 Improvement to Tyre Economy
- Grants 1d4 Improvement to Braking
Barge Boards - Costs 4 Design Points and does the following:
- Grants 1d10 Improvement to Acceleration
- Grants 1d8 Improvement to Handling
- Grants 1d6 Improvement to Downforce
- Grants 1d4 Improvement to Cooling
Side Pods - Costs 5 Design Points and does the following:
- Grants 1d10 Improvement to Cooling
- Grants 1d8 Improvement to Acceleration
- Grants 1d6 Improvement to Downforce
- Grants 1d4 Improvement to Fuel Economy
Engine Cover - Costs 4 Design Points and does the following:
- Grants 1d10 Improvement to Cooling
- Grants 1d8 Improvement to Fuel Economy
- Grants 1d6 Improvement to Acceleration
- Grants 1d4 Improvement to Downforce
Rear Wing - Costs 7 Design Points and does the following:
- Grants 1d10 Improvement to Downforce
- Grants 1d8 Improvement to Handling
- Grants 1d6 Improvement to Acceleration
- Grants 1d4 Improvement to Tyre Economy
- Grants 1d4 Bonus to DRS Improvement*
Underfloor - Costs 9 Design Points and does the following:
- Grants 1d10 Improvement to Downforce
- Grants 1d8 Improvement to Acceleration
- Grants 1d6 Improvement to Handling
- Grants 1d4 Improvement to Tyre Economy
Mechanical
Braking System - Costs 4 Design Points and does the following:
- Grants 1d10 Improvement to Braking
- Grants 1d8 Improvement to Tyre Economy
- Grants 1d6 Improvement to Handling
- Grants 1d4 Improvement to Downforce
Front Suspension System - Costs 5 Design Points
- Grants 1d10 Improvement to Handling
- Grants 1d8 Improvement to Braking
- Grants 1d6 Improvement to Tyre Economy
- Grants 1d4 Improvement to Acceleration
Rear Suspension System - Costs 7 Design Points
- Grants 1d10 Improvement to Handling
- Grants 1d8 Improvement to Acceleration
- Grants 1d6 Improvement to Braking
- Grants 1d4 Improvement to Tyre Economy
Gearbox - Costs 10 Design Points
- Grants 1d10 Improvement to Acceleration
- Grants 1d8 Improvement to Fuel Economy
- Grants 1d6 Improvement to Tyre Economy
- Grants 1d4 Improvement to Handling
The Power Unit
The Internal Combustion Engine - Costs 12 Design Points (Yikes)
- Grants 1d10 Improvement to Acceleration
- Grants 1d8 Improvement to Fuel Economy
- Grants 1d6 Improvement to Handling
- Grants 1d4 Improvement to Tyre Economy
Kinetic Energy Recovery System - Costs 8 Design Points
- Grants 1d10 Improvement To Acceleration
- Grants 1d8 Improvement to Fuel Economy
- Grants 1d6 Improvement to Braking
- Grants 1d4 Improvement to Cooling
Fuel System - Costs 9 Design Points
- Grants 1d10 Improvement to Fuel Economy
- Grants 1d8 Improvement to Handling
- Grants 1d6 Improvement to Braking
- Grants 1d4 Improvement to Acceleration
Now I know what you're thinking.. What about Reliability?
Well this is a fun part of design, when picking a part you get 5 options on how to develop it.
Reversed Engineered
- Grants 1d6 Reliability
- Grants 1d4 to 1d20 based on stat difference between yours and the best car on the grid. (if you're best it's 1d4)
- Very High Cost
Experimental
- Grants 1d6 Reliability
- Grants 1d4 to a Random Stat
- High Cost
Resourced
- Grants 1d8 Reliability
- Grants no bonuses to stats
- Medium Cost
Rushed
- Grants 1d4 Reliability
- 10% chance it may fail to be useful
- Medium Cost
Economical
- Grants 1d4 Reliability
- No Stat bonuses
- Low Cost
So how does this work?
You pick a part, choose how you want to develop it. Come back in an hour and Ding! New part!
Suppliers
They largely grant bonuses similar to know but also in their own way also have varying results:
Engines
Murk
- Grants 1d12 + 10 Acceleration
- Grants 1d12 + 6 Fuel Economy
Tifosi
- Grants 1d12 + 10 Braking
- Grants 1d12 + 6 Fuel Economy
Toymotor
- Grants 1d12 + 10 Handling
- Grants 1d12 + 6 Fuel Economy
Rednote
- Grants 1d12 + 10 Downforce
- Grants 1d12 + 6 Fuel Economy
Wonder
- Grants 1d12 + 10 Fuel Economy
- Grants 1d12 + 6 Acceleration
Cosurworthit
- Grants 2d12 + 4 Fuel Economy
- Grants + 3 Acceleration
- Grants + 3 Downforce
- Grants + 3 Handling
- Grants + 3 Braking
Fuel Suppliers
Elves
- Grants 1d8 + 4 Acceleration
- Grants 1d8 + 4 Fuel Economy
Seashells
- Grants 1d8 + 4 Braking
- Grants 1d8 + 4 Fuel Economy
Beep
- Grants 1d8 + 4 Handling
- Grants 1d8 + 4 Fuel Economy
Chavon
- Grants 2d8 + 4 Fuel Economy
- Grants + 1 Accceleration
- Grants + 1 Handling
- Grants + 1 Downforce
- Grants + 1 Braking
Subtotal
- Grants 1d8 + 4 Downforce
- Grants 1d8 + 4 Fuel Economy
Tyre Suppliers
Bridgerock
- Grants 1d6 + 4 Acceleration
- Grants 1d6 + 4 Tyre Economy
Goodweek
- Grants 1d6 + 4 Acceleration
- Grants 1d6 + 4 Tyre Economy
Donelots
- Grants 1d6 + 4 Acceleration
- Grants 1d6 + 4 Tyre Economy
Michigan
- Grants 1d6 + 4 Acceleration
- Grants 1d6 + 4 Tyre Economy
Komehome
What on earth does all this do?
Takes the cookie cutter, gives you freedom to do what you want or feels right. Experiment and ofcourse make great and bad decisions.
Let me know what you all think