Jack
There have been several debates about Quick Races since its introduction, mainly aimed at ensuring it is well balanced and doesn't impact leagues. After discussing this with many managers, I have put together three proposed systems / directions in which we can take Quick Races, intended to address all of your suggestions and feedback from the initial release. Please read them carefully, as well as the design constraints at the end, and then cast your vote.
Option A - No XP gains from Quick Races when in a league
Simply, this would prevent gaining any level XP from Quick Races while in a league. No other changes would be made to the system, meaning your league car would be the one taking part in the races still.
Option B - 'Track time' limits and no car/driver condition
Quick Races become completely detached from cars or drivers, and there is no car condition or driver health. They are always 100% starting the race. Instead, what you have is a limited amount of “track time” per day, distributed across League and Quick Races. This ensures that each user consumes a manageable amount of server resources each day while offering them the option to get as much “track time” as they want by using Tokens.
Level XP is not awarded in Quick Races if you are in a league. Essentially, Option A is bundled in to this system. Also, none of your drivers do Quick Races, *your name* is displayed instead as the driver, but you do not have to manage the health or condition of the driver or car.
Option C - Quick Race Chassis & Driver
This is similar to Option A, except your team receives a third car to manage, with no design, only the condition of the car and engine to maintain (via the options already in the Quick Race lobby). Your league chassis do not take part and are entirely separate from Quick Races.
Level XP is not awarded in Quick Races if you are in a league. Essentially, Option A is bundled in to this system. Also, none of your drivers do Quick Races, *your name* is displayed instead as the driver, but you behave like a driver and have health to maintain which restores at 5% per hour.
What are the design constraints of any system?
- Limited server resources – we cannot provide unlimited track time to everyone for free, as every race requires server resources. The more races are running the more strain our servers are under, so we have to ensure sensible limits on simulations. This can be achieved by limiting track time itself or car and driver usage (via parts and health).
- League racers don’t want Quick Races to be a necessity to stay competitive – For obvious reasons, league participants have made it clear to us that they don’t want to have to do Quick Races to compete in their leagues. We agree. This can be achieved either by capping XP or by detaching Quick Races from leagues. I have also opted in each proposal to remove level XP from Quick Races when in a league, as this seems to work best with everyone's needs and time commitments.
- Quick Races should allow progression through the game – Our goal is that Quick Races can also provide an alternative way to progress through the levels of iGP Manager, without having to commit to a league schedule. Many people have made it clear to us that they love the game, but had to stop playing due to league schedules enforcing when they can race. One major advantage of the Quick Race system is that it has allowed us to create a way to play for these people.
- Managers wanted league race XP restored to previous levels - This will be restored to previous levels and implemented in any of the proposed systems and is not up for debate.
I would enjoy option c but you cloud have a third pilot stop to the quick races pilot, like the chassis and you behaved just like on league races, and there was no design only different suppliers, that costed less and gave more skills and it should have xp given per race but less than in the league races