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Some suggestions

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medal 6653
9 years 182 days ago
I really hope the fuel system can survive (or be offered as an alternative in parallel?)

Seems to me a lap system would have to cater for a player who decides to set their drivers for full push so would have to overfuel for everyone else to cover it?

I do appreciate that if simplifying the game will attract more players then it's a no-brainer from a business point of view but fuel weight is something which has a direct effect on race pace that we as players currently have some control over.


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medal 5000
9 years 182 days ago
"Jack

"Cole
In a nut shell: I know hell, this is heaven!

It may be, but for mobiles, I don't think the fuel system as it is can survive the transition. It's too complex.

We're going to offer more variety in the way cars perform, it won't be such a linear development process and that should spice things up a lot.

Or maybe have the race engeneer have accurate predictions instead of the ones now, which are way off? It'd please both sides, much easier to calcualte fuel but still have variable fuel, for if you want to be close and take risks or go a bit heavier. I mean it only takes 5 accounts and 1 season to calculate the fuel for every supplier. If you have the option you could even watch the results of races that have been raced already.
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medal 5000
9 years 180 days ago
I've been playing iGP since January and I'm simply loving it. I have 3 users and on 2 of them I am a regular subscriber. 3rd subscrition is about to become regular.

As I see now iGP has a philosophy of having race results strongly related to manager performance and commitment rather than "luck", and that is very good and very rewarding. I hope it keeps up like this.

Nevertheless, it is a simulation game. Simulation can go as far as imagination and resources allow it to go.

I have been watching F1 since 1981 and other motorsports (NASCAR, Indy, WEC, WTCC) here and there when opportunity arises. IMHO driver errors and accidents are a VERY important parcel of motor racing. I think they should be simulated in iGP, and I agree that the probability of them to occur should be kept to a low so in a long career they don't statistically influence the (manager effort/race results) ratio.

Sorry, but I don't buy the idea that managers could lose interest in iGP if  driver error cost a team a victory or podium once in a while. That is how things go in real life, and that is a great parcel of our love for motorsports. The Mercedes error of pit strategy in Monaco (http://www.autosport.com/news/report.php/id/119148) added fantastic emotions to race last laps and flavor for the next races of the championship.

If implemented in small steps and monitored for feedback, driver errors and incidents would prove very fun to live by. It would not make iGP become a "luck-dependent" game. Luck is a statistical illusion, nothing more. We already have a small element of randomness (qualifying) and that does not ruin the fun for anyone.

These are my two cents, hope to hear more on the matter from you all.

Regards
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medal 5000
9 years 180 days ago
"I
I really hope the fuel system can survive (or be offered as an alternative in parallel?)

Seems to me a lap system would have to cater for a player who decides to set their drivers for full push so would have to overfuel for everyone else to cover it?

I do appreciate that if simplifying the game will attract more players then it's a no-brainer from a business point of view but fuel weight is something which has a direct effect on race pace that we as players currently have some control over.




+1000
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medal 5000
9 years 180 days ago (edited 9 years 180 days ago)
I don't think there is a problem working out fuel, every phone, tablet & computer has a built in calculator that is there to use.

I know I run out of fuel lots of times but that's because of my own doing, scrimping fuel to pit with 0.1 at times and using push hard instead of push on in lap or out lap.
I keep changing engine and fuel so usage is never the same from one season to the next.

The technical director just needs a tyre select and update information buttons added so that he/she can tell you the average fuel load per lap and number of pit stops for each compound instead of always just telling for hard tyres.

Edit - Australia this season was just crazy for me 3.9L per lap on SS push 1 & 3.9L per lap on M push 3 using Tifosi & Beep & technical director said it would be 4.1L per lap on H push 5
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medal 5000
9 years 176 days ago
You can spy on someone to see his design and to clone his design, but you can't see who spies on you and you can't stop it, but it would be better maybe if you can ''defend'' your design by buying something or hire staff so they can't spy on you and then that it costs 20 million and you can only chose 1 person every race to stop him of spying.
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medal 5000
9 years 176 days ago
"Jeremy
You can spy on someone to see his design and to clone his design, but you can't see who spies on you and you can't stop it, but it would be better maybe if you can ''defend'' your design by buying something or hire staff so they can't spy on you and then that it costs 20 million and you can only chose 1 person every race to stop him of spying.

No point, if you spy on someone and clone their part you improve that part momentarily yes, you have to pay for it but also it screws up your development. Plus 'spying' is a strong word for what it really represents. As in F1 teams will look at other teams cars/designs and see how they differentiate, stopping teams doing this is literally impossible. You'll find later on that you're all kind of in the same boat, so even if your car is 20/30% worse than the leaders cars in your season, you can make sure your car is as good if not better next season
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medal 5000
9 years 176 days ago

This is is just a small suggestion:
At a live race you see a lap time, something like: 1:32.39. But you don't see the exact time like: 1:32.394. in a live race and I like to see the exact time but it's just a small suggestion.
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medal 5859
9 years 175 days ago
Jeremy

This is is just a small suggestion:
At a live race you see a lap time, something like: 1:32.39. But you don't see the exact time like: 1:32.394. in a live race and I like to see the exact time but it's just a small suggestion.


I would like to see that as well, including the gap numbers from the car in front with the hundredths showing.
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medal 5000
9 years 175 days ago
When you click on previous race you see the results of the last race and it would be fun to like click on fastest lap and then that you see automatically on order the one with the fastest lap then the second fastest lap, etc. and then that also with top speed and other things.
 
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medal 5000
9 years 174 days ago
Here's one.  Relationships should degrade if not maintained.
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medal 5000
9 years 174 days ago
We all have had to miss races at some point. IGP Manager, while fun, should not be anyone's first priority. For this reason, I think that the pre-race strategy system should be revamped. I get really frustrated when my Technical Director misjudges fuel and I end up using all the fuel I alotted and running the tyres to dead. It would be so good if you had to calculate fuel and tyre laps, but have some sort of lap pitting direction as well. Here's an example: TD says that fuel will be 4.4 liters/lap. You load up 88 liters for a ridiculous 20-lap stint on medium tyres (or something). When the driver ends up only using 3.5 liters on a conservative pace, the tyres get pushed too far and wear out and you lose lots of positions. If there were a hard limiter that would pre-empt fuel levels in favor of a lap number I think it would be really beneficial and a bit kinder to users who can't commit to making the large majority of races.
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medal 5000
9 years 173 days ago
"Riley
We all have had to miss races at some point. IGP Manager, while fun, should not be anyone's first priority. For this reason, I think that the pre-race strategy system should be revamped. I get really frustrated when my Technical Director misjudges fuel and I end up using all the fuel I alotted and running the tyres to dead. It would be so good if you had to calculate fuel and tyre laps, but have some sort of lap pitting direction as well. Here's an example: TD says that fuel will be 4.4 liters/lap. You load up 88 liters for a ridiculous 20-lap stint on medium tyres (or something). When the driver ends up only using 3.5 liters on a conservative pace, the tyres get pushed too far and wear out and you lose lots of positions. If there were a hard limiter that would pre-empt fuel levels in favor of a lap number I think it would be really beneficial and a bit kinder to users who can't commit to making the large majority of races.

I think that the TD says how much fuel you use per lap for when you're on pushlevel 4/5 and you use less fuel when you're going slow.

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medal 5000
9 years 172 days ago
How about a few more car design options that can only be applied to new builds and not changed from race to race?

The car length (wheelbase) - long or short
Chassis nose width & height (aerodynamics) - thick or thin & high or low
Side-pod vents shape & size (aerodynamics & cooling) - oval or square & large or small

Basically your building the car around driver number 1 and suppliers, every team will be unique, and spying on someone would be harder as they may have a different car model than you so copying would throw up problems or may not be possible at all.
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medal 5000
9 years 172 days ago
"Jeremy

"Riley
We all have had to miss races at some point. IGP Manager, while fun, should not be anyone's first priority. For this reason, I think that the pre-race strategy system should be revamped. I get really frustrated when my Technical Director misjudges fuel and I end up using all the fuel I alotted and running the tyres to dead. It would be so good if you had to calculate fuel and tyre laps, but have some sort of lap pitting direction as well. Here's an example: TD says that fuel will be 4.4 liters/lap. You load up 88 liters for a ridiculous 20-lap stint on medium tyres (or something). When the driver ends up only using 3.5 liters on a conservative pace, the tyres get pushed too far and wear out and you lose lots of positions. If there were a hard limiter that would pre-empt fuel levels in favor of a lap number I think it would be really beneficial and a bit kinder to users who can't commit to making the large majority of races.


I think that the TD says how much fuel you use per lap for when you're on pushlevel 4/5 and you use less fuel when you're going slow.





This is true. However, not the point.
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medal 5000
9 years 172 days ago
"James
How about a few more car design options that can only be applied to new builds and not changed from race to race?

The car length (wheelbase) - long or short
Chassis nose width & height (aerodynamics) - thick or thin & high or low
Side-pod vents shape & size (aerodynamics & cooling) - oval or square & large or small

Basically your building the car around driver number 1 and suppliers, every team will be unique, and spying on someone would be harder as they may have a different car model than you so copying would throw up problems or may not be possible at all.


I think that's a really good idea, but then some teams will be much better than others, so it's harder for them.

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medal 5000
9 years 172 days ago
"James
How about a few more car design options that can only be applied to new builds and not changed from race to race?

The car length (wheelbase) - long or short
Chassis nose width & height (aerodynamics) - thick or thin & high or low
Side-pod vents shape & size (aerodynamics & cooling) - oval or square & large or small

Basically your building the car around driver number 1 and suppliers, every team will be unique, and spying on someone would be harder as they may have a different car model than you so copying would throw up problems or may not be possible at all.



True we are not designers so these options would not be up to us as managers but also we are not technical directors to pick fuel loads setup cars or use drivers kers and drs when we want to, yet we can, so there no reason why we shouldn't be able to do designers jobs as well :D
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medal 5000
9 years 172 days ago
The likes of wonder, rednote they have always had short wheelbase cars for faster cornering with them being of lower top speeds a long wheelbase for better acceleration is no use to them.

The idea of nose height & width just came about because of old years of watching motor racing, used to be always low skinny noses on cars then they changed to high skinny ones, then after a while it was high and wide now day they are wide and low lol

The idea behind sidepods roughly same as nose. But also some engines need less cooling than others, just encase they might add engine failures to the game. We would have the ability to adjust the car design to add cooling to the engine ;)
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medal 5000
9 years 171 days ago
If crashes will be in IGP Manager it would be cool if you have caused a crash that you need to like start 5 places further in the back, just like what happened in F1 with Max Verstappen and Massa.
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medal 5000
9 years 171 days ago
It would be cool to have tournaments with racers from countries something like this: You have a tournament for every country for example: The Netherlands. Than if you have a Dutch driver you can sign him up for the Dutch tournament. If there are like 90 drivers who signed up you have 3 races with 30 racers. The top 15 of the race goes to the next race and the others lose and can't go further in the tournament. Then of that 15 racers 5 can go further and that also with the others races where it began with 30 racers. Then you have 5 racers left in every race and than all the racers go in one race so it will be 15 racers in a race. Than the top 5 can go further and than the top 3. The top 3 will get something like a trophy. And maybe that 3 racers will race against other countries top 3 racers.
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