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Reviving 2-car Leagues

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medal 5042 Super Mod
47 days ago
This is exactly the issue we're trying to work around. Many managers have done just as you suggest and given up running two cars because of the costs. As a result a great deal of the competitive 2 car leagues have disappeared.

It's easy to manage if you only race a couple of times a week, the daily rewards and Ads allow you to keep your head above water, but daily two car racing has become unmanageable unless you either spend real money or exploit the system and farm game money and parts in a one car league. If you do this you run a real risk of having your account closed down.

Bruno's suggestions make a lot of sense and are very much along the same lines as I was suggesting on the volunteer server not long after the Level 30 update dropped and I was forced to abandon my well established 2 car league because most managers switched format.

As for making management more tricky, I agree. It may be an unpopular opinion but I think one car resource management needs to be made significantly harder to put a stop to the exploit I mention above.
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medal 5961
47 days ago
I agree that two car leagues should be harder to manage and that's why I am on one. Actually, I have another suggestion, although this will require more coding and deeper changes to the game:

Add an option to limit the number of engine and part changes per season, just like in real F1. Leagues will decide if they want this limitation or not ( this also works for 1 car leagues!).

For example, you add the limit to 10, meaning you can only press the engine and repair buttons 10 times per driver and season.


You will have to manage more, decide when to run a new engine, when to hold back, when to repair your car but maybe hold on changing the engine etc. It will add a new dimension to the game.

By limiting this, you also avoid the parts deficit and having to spend extra tokens/purchase. It will be sustainable ;). And since everyone will have the same number of changes/repairs, I think it's fair.
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medal 5572
47 days ago


Bruno
I agree that two car leagues should be harder to manage and that's why I am on one. Actually, I have another suggestion, although this will require more coding and deeper changes to the game:

Add an option to limit the number of engine and part changes per season, just like in real F1. Leagues will decide if they want this limitation or not ( this also works for 1 car leagues!).

For example, you add the limit to 10, meaning you can only press the engine and repair buttons 10 times per driver and season.


You will have to manage more, decide when to run a new engine, when to hold back, when to repair your car but maybe hold on changing the engine etc. It will add a new dimension to the game.

By limiting this, you also avoid the parts deficit and having to spend extra tokens/purchase. It will be sustainable ;). And since everyone will have the same number of changes/repairs, I think it's fair.



Well yeah having 20 engines per SEASON rather than a rotation of 20 races sounds fair, except that not all leagues run a full calendar so it would have to be something like an 80% supply for however long the calendar is. 

I'm just wondering how many of these managers were actually aware that the parts decrease on the car/s per race actually means very little and if they know they can leave them for 'x' amount of races at the end of the season and at the beginning of the next season they have their cars fixed for free (not from stock). So it isn't even a case of ditching the 1 car in that respect. 4 races out from the end of the season.. stop fixing them. 4 races + car fixed for free not from stock = a lot of parts in reserve (and a couple of engines).  



 


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medal 6095
47 days ago
If it is possible to have more ads or more resources per ad in 2 car league for cash, parts this may help players and benefit the developers.
Assuming you guys get revenue from the number of ads viewed.
Otherwise the balance may have to be from increased costs for 1 car leagues.
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medal 5352
35 days ago
I’d like to add what I think might help to balance the problem with too many parts required after each race:


  • Car always needs manager level parts + 1: so for example if I’m level 30, I need 31 parts to repair. So you may still be required to buy parts but not as many as now.

  • Improve the “Reliability” design area: the more design points you invest in the area, the less parts your car needs to be repaired.

  • Leaving the car un-repaired for multiple races requires less parts in total: Let’s say you are level 30 and you race with full car health. After the race you may be asked e.g. 35 parts to fully repair your car. If you wait another race before repairing the car the game should ask less than double the parts to repair the car. So instead of 70 it should ask like 60 or 65. You could also add that the lower the car’s health the less performance it has (people who want 100% performance each race are required to buy parts in the long run).



These are some ideas I have thought about without it being too game changing.
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medal 5106
34 days ago

Aldo
I’d like to add what I think might help to balance the problem with too many parts required after each race:


  • Car always needs manager level parts + 1: so for example if I’m level 30, I need 31 parts to repair. So you may still be required to buy parts but not as many as now.

  • Improve the “Reliability” design area: the more design points you invest in the area, the less parts your car needs to be repaired.

  • Leaving the car un-repaired for multiple races requires less parts in total: Let’s say you are level 30 and you race with full car health. After the race you may be asked e.g. 35 parts to fully repair your car. If you wait another race before repairing the car the game should ask less than double the parts to repair the car. So instead of 70 it should ask like 60 or 65. You could also add that the lower the car’s health the less performance it has (people who want 100% performance each race are required to buy parts in the long run).



These are some ideas I have thought about without it being too game changing.


Cars do not always need 'manager Level + 1' parts
Reliability attribute already impacts this.


Parts and Engine wear increases based on these factors:

Race Length
Push levels over race distance
Circuit
Reliability and Cooling Attributes (relative to parts and engine)


At some circuits I use far less than my manager level, other races I spend just more than my manager level.


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medal 5042 Super Mod
34 days ago
Amelia.

Please can you elaborate? In what way does race length affect parts usage? Are you talking about 25%, 50%, 75% or 100%, or are you talking about relative race length between the different circuits?

I cannot find any evidence to support the statement that PL affects wear.

If reliability does affect wear as you suggest, the difference between 60 and 300 is minimal. Again speaking to others, I can't find any evidence to support this.

It's easy for you to manage parts and other resources such as engines and game cash, because for many years you've been  competing in a league that only races once a week. So you use parts, engines and cash one day every week whilst claiming daily rewards seven days every week.

As a footnote, I'm still gathering data, but early thoughts about the imbalance suggests that two car is quite well balanced at the moment, you really have to think about resource management to break even. Unpopular as this is going to be, IMO one car leagues have it too easy right now and need to be made significantly more difficult.
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medal 5240
34 days ago
Kevin
Amelia.

Please can you elaborate? In what way does race length affect parts usage? Are you talking about 25%, 50%, 75% or 100%, or are you talking about relative race length between the different circuits?

I cannot find any evidence to support the statement that PL affects wear.

If reliability does affect wear as you suggest, the difference between 60 and 300 is minimal. Again speaking to others, I can't find any evidence to support this.

It's easy for you to manage parts and other resources such as engines and game cash, because for many years you've been  competing in a league that only races once a week. So you use parts, engines and cash one day every week whilst claiming daily rewards seven days every week.

As a footnote, I'm still gathering data, but early thoughts about the imbalance suggests that two car is quite well balanced at the moment, you really have to think about resource management to break even. Unpopular as this is going to be, IMO one car leagues have it too easy right now and need to be made significantly more difficult.



Kevin the conclusions you have reached may well be correct, but therein lies the problem for iGP which is a mismatch between perception and reality.


We have seen a significant decline in 2 car leagues as a consequence that they are perceived to be too expensive to participate in.  Finding out the balance is probably ok won’t lead to managers returning to these leagues.  If 1 car leagues have it too good then rebalancing them will be disastrous for the long term viability of the game.  Managers have participated in them under the current parts & engine conditions for a long time and I’m sure you can guess what will happen if this is rebalanced to make it similar to 2 car leagues.

This is not intended as a criticism of what you have said, more highlighting the hole the Devs are now in with regard to finding a solution that is both fair and is encouraging to game participation
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medal 5042 Super Mod
34 days ago
I'm not sure how making one-car more difficult to manage would affect the long term viability of the game. Currently, one car is so easy that people have built up an enormous stockpile of parts, money and tokens. In pure, hard nosed business terms, if managers who spend nothing decide to abandon the game how does this affect anything? As it stands, the owners have to scale infrastructure etc. to accommodate these players but get nothing in return.

I'm not suggesting you make it so that people are forced to spend real money, but in what is supposed to be a management game, one car racing certainly needs to be made more of a challenge in terms of resource management.
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medal 5955
34 days ago

Kevin
I'm not sure how making one-car more difficult to manage would affect the long term viability of the game. Currently, one car is so easy that people have built up an enormous stockpile of parts, money and tokens. In pure, hard nosed business terms, if managers who spend nothing decide to abandon the game how does this affect anything? As it stands, the owners have to scale infrastructure etc. to accommodate these players but get nothing in return.

I'm not suggesting you make it so that people are forced to spend real money, but in what is supposed to be a management game, one car racing certainly needs to be made more of a challenge in terms of resource management.


One car is challenging enough at low levels, it’s the higher levels that offer less challenges, certainly 1 car vs 2 car
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medal 5240
34 days ago
Kevin
I'm not sure how making one-car more difficult to manage would affect the long term viability of the game. Currently, one car is so easy that people have built up an enormous stockpile of parts, money and tokens. In pure, hard nosed business terms, if managers who spend nothing decide to abandon the game how does this affect anything? As it stands, the owners have to scale infrastructure etc. to accommodate these players but get nothing in return.

I'm not suggesting you make it so that people are forced to spend real money, but in what is supposed to be a management game, one car racing certainly needs to be made more of a challenge in terms of resource management.


What I mean is that if the 2 car option is actually balanced and it’s the 1 car leagues that need adjusting to bring them into line with 2 car then surely people will have the same issues with both options?  As managers have already left 2 car leagues because of this then it’s logical to assume the same would happen to 1 car leagues.  I’m not saying you are wrong and just highlighting that for iGP there isn’t an easy answer.  Not everyone in 1 leagues will be flush with parts unless they have raced exclusively in this option or once a week.  Also,  newer players won’t have the safety net of accumulated parts.  I think p2p vs f2p is not really the issue here, although of course without a flow of f2p that stick around there are limited options for the p2p to race against and without p2p there is no game.


Finally as for money and tokens it’s a zero sum game, for the winners it’s easy, but for those who are trying to reach lvl 30 it will be hard especially as there seems to be a bug with sponsors targets (how many posts have we seen from managers complaining that their target is stuck on a target much higher than their race results).  It happened to me once.  I joined a tough league was given a 2nd place target every race even though at the time I was finishing somewhere between 7th and 12th almost every race.  The only way I could break it was not to set up for one race.  During this spell I lost a huge amount of cash and had to buy tokens  to get back into the black.
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medal 5042 Super Mod
34 days ago
Skid.

I accept the sponsor target bug needs addressing but this doesn't alter the fact that one car leagues are not too challenging in terms of resource management, especially if you sign the right sponsors and are fortunate enough not to have to deal with unrealistic targets.

I also realise it's a really tricky problem that the owners/Devs have created for themselves. There are very many high level teams that have stockpiled an enormous number of parts, tokens and game cash over the years, some from farming before it was clamped down on, others just because historically, resource management has been so easy, especially in one car leagues. Even if the one-car format were to be made more difficult tomorrow, these teams would be unaffected such is the size of their stockpiles. 


Slo

One car is challenging enough at low levels, it’s the higher levels that offer less challenges, certainly 1 car vs 2 car


I created a new account about 4 weeks ago. I started off by doing Sprint Races then joined a league as soon as I reached L10. I have completed 14 league races in a one-car league and, despite the fact I repair the car and renew engines after every race, I already have a stock of 475 parts. So it is not just for high level accounts where one car resource management is easy.

TBF, I did purchase a special deal a few days ago at a cost of £4.99 but this was simply because I wanted 48 tokens to purchase a T19 driver from my academy and was too impatient to wait.

3 tokens a race in a one car league is more than enough to renew engines every race and still leave plenty to save for other stuff. Not that it's strictly necessary to renew engines in an Elite tier at low level because you're going to finish at the back regardless of whether or not you have a fresh engine.

Up to now I have also had no problem balancing game cash, but this is because I haven't yet been hit with unrealistic sponsor targets.
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medal 5961
33 days ago
Hello everyone, the parts usage IS NOT AN ISSUE.

now, sprint races give out parts, if you finish on the top spots ( I haven't calculated the ratio of parts received per position/total participants), but I can assure you that if you do 1-2 sprint races every 2-3 days, you will get more than enough parts. My factory is level 29 and I am always with extra parts. If I see it going down a bit I do a sprint race after my league race and that puts me back to having a surplus of parts... Also many managers might have an underleveled factory.

Also take into account that after the last league race your car gets repaired automatically, that's like 14-18 pieces you save.


For me the main issue is the money and tokens needed to run 2 cars and 2 drivers. While I would love to get extra tokens I can see how it could be easily exploited and 2 car leagues being ghost farms of x2 tokens.

However, I think money should be doubled if you beat the target with both cars.

For example:

Target: finish 7th or higher ( 300k prize)

1 car league, you get 300k

2 car league: if you only finish 7th or higher with one car but the other is 8th or lower, you get 300k. 

However if you finish with both cars in the top 7th, you get 600k, or even a little more, because let's be honest, managing 2 cars in a race is harder than having only one to take care of.

These are my two cents. Just give an extra more money in 2 car leagues. And while it is true than once you reach level 30 it will be hard to run out of money, this measure would benefit levels 10-29 that want to join a 2 car league.
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medal 5956
32 days ago

Jack
The launch of iGP Manager 2025 was aimed at building a stronger community and future for iGP. I’m happy to say it has been successful: signups are currently at their highest level in four years, Rookie and Pro are alive again, and we haven’t even started marketing yet. While this is great progress, I’m aware that the higher tiers have felt the impact of all the game economy and balancing adjustments, so I want to address that.

As development of the new platform is ongoing, I’d like to return to our commitment to the higher tiers and our long-standing Elite managers. The first step is to look at imbalances and issues faced by managers in two-car leagues. I’d like to dedicate some development time to this.

We welcome your suggestions and feedback. Let us know how you think we can make 2-car leagues more viable or what issues you've encountered trying to run a 2-car team that is not faced by a 1-car team. If you’ve got a specific example or story to share, please include your Team and League IDs so we can dive deeper into the data.

Thank you for your continued support, and I look forward to your feedback.



No notice about it Jack?


Two-car leagues are at a disadvantage. They get double the number of engines for having two cars, but the same number of parts. We should receive double the number of parts, just like in engines, since we have to maintain two cars.
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medal 5042 Super Mod
32 days ago
Double the number of engines doesn't make two car equal with one car.

One car get 10 free issue engines every 20 races, if they choose to change engines every race they require another 10.

Two car get 20 engines every 20 races, if they choose to renew engines in both cars for every race they will use 40 and will therefore require another 20, twice as many as one car.
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medal 5956
31 days ago

Kevin
Double the number of engines doesn't make two car equal with one car.

One car get 10 free issue engines every 20 races, if they choose to change engines every race they require another 10.

Two car get 20 engines every 20 races, if they choose to renew engines in both cars for every race they will use 40 and will therefore require another 20, twice as many as one car.


I'm not talking about changing the number of engines, but rather equalizing the number of parts, just as it happens with engines, because two-car leagues receive the same number of parts as one-car leagues. But this doesn't happen with engines, because two-car leagues receive twice as many engines, so this isn't a problem or a disadvantage.

You've misunderstood my point.

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medal 5961
31 days ago

Javier

Kevin
Double the number of engines doesn't make two car equal with one car.

One car get 10 free issue engines every 20 races, if they choose to change engines every race they require another 10.

Two car get 20 engines every 20 races, if they choose to renew engines in both cars for every race they will use 40 and will therefore require another 20, twice as many as one car.


I'm not talking about changing the number of engines, but rather equalizing the number of parts, just as it happens with engines, because two-car leagues receive the same number of parts as one-car leagues. But this doesn't happen with engines, because two-car leagues receive twice as many engines, so this isn't a problem or a disadvantage.

You've misunderstood my point.




It is still a disadvantage, actually, if you run 22 GP leagues, you need 21 engines per car ( given your car is repaired at the end/start of the season.


In one car leagues you get 10 engines, so you only need 11 more, obtained through daily boxes or tokens.

In two car leagues, you receive double the amount of engines 20, true, but you also need the double amount of engines 11 per car, therefore you have to get 22 extra engines ( supposing you want to change the engine after each race.).

In summary, even when receiving 10 and 20 engines respectively, 1 car leagues need 11 extra engines, while 2 car need 22 extra engines. That's the disadvantage.
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medal 5572
31 days ago
The advantage is that you can drop 1 car in a 2 car league and still have 1 car competitive in the race, you can't in a 1-car league, and this is the point that new players and some others ditching 2-car leagues don't understand that it's a manager game, so you have to make a call at some point to stop repairing one car and wait for the free repair at the end of the season and stockpile some engines/parts for the following season, while upgrading your facilities. It's going to take time but if you're not willing to buy tokens then you're just going to have to do it the long way. Makes it more of a challenge in my mind. 

I do agree that 'if' the reliability stat is not strong enough to compensate for extra parts then that is something that should be looked at. 
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