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Pit crew short term review

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medal 5000
364 days ago
So the pit crew has been out a few weeks, I'm pretty much fully trained. I mean no disrespect but I don't feel like it's added anything to the game. Nothing has really changed and there's nothing left to do with it. I'm not sure if there is more planned for it but it feels like a pointless feature like cooling and reliability. I love the idea of a pit crew I just hope you have a future plan to improve it or make it useful in the future.
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medal 5149
364 days ago
Exactly my thoughts, I had trained them all in a few minutes bar the morale. All it's done is reduce pit times but even though they are fully trained the time varies so much between stops. Seems a lot of effort for very little reward and something else that once everyone has them all maxed its status quo again.
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medal 5209 Super Mod
364 days ago
So just a query. How would you change it in the future. The foundation logic seems to be solid, a max pit crew appears to produce faster pit stop times more frequently and seems to have a lower error rate. What do you think should change for a max level pit crew?

Less consistent times?
More errors?
More significant errors when they do occur?

Or anything else that you would likes to see from the pit crew 

Feedback on this sort of thing would be very useful.
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medal 5037
364 days ago
I think there should be less flexibility in what a pit crew could specialize in, but right now there is virtually no feedback on what it's doing, which makes implementing tangible effects on it not noticeable at all. I don't see a reason to not leave the crew on autotraining all stats evenly and forget about it, instead of trying to focus on a specific area and design race strategy around it.

Here's a few imaginary specializations that could be possible:

- Specialized training to minimize crew downtime before being able to service another car, increasing the feasibility of having both cars pit in the same lap

- Maximizing crew endurance, increasing pace of soft and supersoft tires compared to current levels but increasing pitstop duration as more stops get made, which this can partially compensate for at the cost of other crew capabilities

- Allowing in-race setup adjustment, making the car perform better for a given weather condition at the cost of a longer pit stop (whose increased duration can be reduced with specialized training)

- Allowing partial car repairs between races(rather fhan forcing full repairs) and having the crew perform car diagnostics between stops, allowing a more attentive crew to see potential breakdowns ahead of time and perform corrections to prevent them, potentially allowing a team to use less parts without having to spend design pointe on reliability but worsening stop times

- Reducing time to readiness, minimizing the impact of last minute strategy changes such as changing compound choice away from the original strategy or earlier than intended stops

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medal 5000
364 days ago
Tbh I've got given it any thought, I gave up giving really good ideas, I wish they would work on R&D a bit more as it's extremely basic. Somehow you can incorporate your pit mechanics into making cooling or reliability useful. Link cooling with tyres somehow, get a puncture for going too long, There is so much potential. Push your engineers hard to develop a reliable engine Vs speed, engine blowouts, and my all time best idea is where you have an aggression bar exactly like the push level where if you push hard you have a chance of missing a chicane or going wide loosing a a small amount of time or a position. Or purposely following a car until you're ready to attack, increase dirty air leaving you with a tough choice, do you nurse the tyres or do you cook them? Tyre drop off should be harsher, maybe make races longer. We need something to engage us during a race something we can actually make a proactive desicion. These are just simple ideas but the Devs are talented they could think of ways to incorporate and make it fun. I've probably missed some ideas but you get the idea. The pit crew now is already redundant, they are max wage (the only option) and do their job, all they've done is made it interesting for a week but it's business as usual 
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medal 5129
363 days ago

Red
So just a query. How would you change it in the future. The foundation logic seems to be solid, a max pit crew appears to produce faster pit stop times more frequently and seems to have a lower error rate. What do you think should change for a max level pit crew?

Less consistent times?
More errors?
More significant errors when they do occur?

Or anything else that you would likes to see from the pit crew 

Feedback on this sort of thing would be very useful.

H Red,


Less consistent times?
More errors?
More significant errors when they do occur?

Everything you listed above would be welcome, but I think you meant for base pit crews and not max?

The pit crew works, I just think many of us had more expectations from it. Like maybe opening up an extra stop on strategies while still being able to use the previous meta. Some sort of variance in the race you know because after a while playing the same way over and over and over again can become extremely boring.

We wouldn't want that for the game now, would we?
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medal 5209 Super Mod
363 days ago
Well I actually meant max, because the initial complaint was that the game was the same, or close to the same now that pit crew’s are maxing out.


Which is a fair point in some ways. Previously we had a universal pit time, no errors and the only differentiator in time was fuel load.

A max level pit crew seems to perform in a similar way but there is some variance when previously there was none, and as the time to change a tyre seems to have decreased there might be a bit of a change in the weighting in terms of higher stop strategies. Since there is a bit more time to be gained by short fuelling, probably more noticeable at longer distances where more fuel is being consumed across a race.


For base level pit crews, it’s hard for me to comment right now. It seems ok to me as it is in terms of level disparity, over the higher levels there’s a small advantage but not an unbeatable one. I haven’t raced a fresh account since the update so I don’t fully know the extent of the scale. Will have a look into that.

I understand the expectations but at the end of the day from my perspective it’s a modern pit stop, as refined as they are these days it becomes marginal gains, if we were back in the 90’s and it was 5-8 seconds to change the tyres there would be some more room to play with.

If anyone has any other ideas on what could change during a pit stop at max level please do share.
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medal 5129
363 days ago

Red
Well I actually meant max, because the initial complaint was that the game was the same, or close to the same now that pit crew’s are maxing out.


Which is a fair point in some ways. Previously we had a universal pit time, no errors and the only differentiator in time was fuel load.

A max level pit crew seems to perform in a similar way but there is some variance when previously there was none, and as the time to change a tyre seems to have decreased there might be a bit of a change in the weighting in terms of higher stop strategies. Since there is a bit more time to be gained by short fuelling, probably more noticeable at longer distances where more fuel is being consumed across a race.


For base level pit crews, it’s hard for me to comment right now. It seems ok to me as it is in terms of level disparity, over the higher levels there’s a small advantage but not an unbeatable one. I haven’t raced a fresh account since the update so I don’t fully know the extent of the scale. Will have a look into that.

I understand the expectations but at the end of the day from my perspective it’s a modern pit stop, as refined as they are these days it becomes marginal gains, if we were back in the 90’s and it was 5-8 seconds to change the tyres there would be some more room to play with.

If anyone has any other ideas on what could change during a pit stop at max level please do share.


A good read. Personally I dislike anything that is about luck but been able to stomach it in terms of pitcrews because the variance is marginal at maxed levels. Anything that is done to increase errors etc is a recipe for disaster in my book and rather it should be left alone with focus on better/important things.

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medal 5000
362 days ago
Luck or chance is vital to an engaging game, I'm not saying every race something bad will happen but for example linking push level whilst pushing hard you have a chance of going wide. Obviously the cost will be small otherwise it'll get ridiculous and you don't want a game based purely on luck you need a good balance. We could use reliability for this exact thing making it useful. Higher it is less chance of not breaking a part of some kind of failure. There are so many possibilities it just needs to be thought out properly.
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medal 5507
362 days ago
It may be beneficial to have the Pit crew needing constant training, not every day though but to have the skills slip over the course of 'x' amount of races. This could tie in with the TD somehow, and/or bring back the need for a decent level Doctor. The Drivers as well in that respect. Making adjustment on the front wing would be nice.. like you want to stretch the stint out and a notch or two on the front wing will decrease the % rate the tires wear from sliding slightly and retain a bit of temp.. at the expense of a decrease in straight line speed. It may become a little to technical though.. may as well just buy F1 2023 and play that.  

Has anyone run fueling with the pitcrew? We have fueling off but one manager had to laugh when it showed that his pitcrew made a mistake during refueling. ha! 

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