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    medal 0
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Suggest parts usage to be reviwed

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medal 5000
7 years 66 days ago
Well the advantage you have is, I get to Malaysia before you, so if I say Reliability has done nothing, you know to avoid it. Of course the other way of looking at is, I might be saying it's doing nothing, but it is doing something Depends how much you trust someone.
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medal 5000
7 years 66 days ago (edited 7 years 66 days ago)
I see no reason why not to trust you, you did already a lot of work figuring out errors and testing the game. But unless you say that reliability is now a major stat for race performance I don't think I'll give it much love as long as I actually am still in the competition for promotion, saving parts or not. ;-)

Edit: Hungary was 4 and 5 parts for me.
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medal 5000
7 years 66 days ago
Daniel
Hungary was 4 and 5 parts for me.


That worked out well, cant really split 9 in half. Europe was 11 parts
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medal 5000
7 years 64 days ago
20parts after China vs 16manager level, 15manufacturing. my cars are falling apart during the race :P
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medal 5000
7 years 64 days ago
dan
20parts after China vs 16manager level, 15manufacturing. my cars are falling apart during the race :P


Just wait to you get to Italy dan 28 to fix both cars, I will give you wave on the way past the gravel trap.
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medal 5000
7 years 64 days ago (edited 7 years 64 days ago)
Yes, with design and manufacturing at the same level, as in maxed out, it seems to be difficult to break at least even part wise, at least for some manager levels. No chance at all with manufacturing being lower I guess.

Belgium was 6 parts per car again
I notice I forgot to post after yesterday evenings race and I can't remember for sure how many parts repair took but I think it was two times 6 as well. Must have been more tired than I thought.

Edit: @Dan, 10 parts per car is almost as high as James repair bill and your design would be at least 4 levels lower. How much reliability your cars got?

Edit2: @James, using that many parts that's probably not gravel in the gravel trap but all the broken screws, nuts and bolts the cars going by lost over time.
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medal 5000
7 years 64 days ago
I think it's fair enough, lower levels have equal speed but less reliability than the higher levels, it gives you a reason to level up.
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medal 5000
7 years 64 days ago
I agree if reliability is reducing the to be repaired damage. That way it's a decision between that speed but having to use tokens for repair or sacrifice some of this speed for reliability to free those token to accelerate some of those much needed building upgrades, for example.

If you can't break even no matter how reliable your car is supposed to be it wouldn't be that nice. Then you'd have to face a slowed down team building progress, screw those parts and probably get really slow, up to even DNF in Italy (50% race) like all those inactives or buy tokens but feeling kind of forced into doing it.
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medal 5000
7 years 64 days ago
Does the wear level of the car slow it down? It didn't the last time I tested it, but that was 7 seasons ago.
Managing parts by fixing just one car each race to gather up parts might be away around it, takes us back to the old days on & off seasons.
Instead of having a poor season because of car design, it's to gather up parts for next seasons big push.
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medal 5000
7 years 63 days ago
I don't know if worn out cars are slower, but if it really doesn't reduce the damage to be repaired, it doesn't seem to increase the chance for the car to fail at least up to the point when the car is completly broken and I have never noticed any race where wear could make that happen during one race even at 100% and it has no impact on performance, what is the point of this stat then?
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medal 5000
7 years 63 days ago
Jack asked the question in the past. Would you like to see cars retiring from races?

So do tell, How would you feel, waiting 24hours to get a race and both your cars crashed out in lap lets say lap 3 of 53, and then you had to wait another 24 hours? Retirements are not looking so pretty now?

But once they have the anytime social racing up and running, nobody will care if they crash out in lap 1 as they can jump into another race right away
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medal 5000
7 years 63 days ago (edited 7 years 63 days ago)
Well, I was into Geoff Crammonds/Microprose F1 games years ago, so yes, I do know the frustration of discovering after more than an hour racing that First was describing the postion you had until it described the last gear you have.
Then there's a difference between crashes and technical breakdowns which you should have some influence over car stats, setup and push levels.
Anyway, I understand the problems of retiring cars but that's a reason not to do retirements but still not a reason to have, or keep, a car stat that does nothing (much), if it does nothing (much). So I still have to figure out if it at least influences repair costs. After all it would provide the tools to have some sort of on/off seasons without having to loose a season of racing completely and not only one day. ;-)

Edit:
Italy was no surprise, 7 parts for each car. Exactly half of James repair bill for half the team and design level.
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medal 6223
7 years 63 days ago
If retirements/crashing were ever to be a thing, there'd need to be a way for managers to anticipate that one will happen.

e.g. If drivers were to have temperaments morale could be made more important. This could segue for another "statistic" that displays the likelihood (percentage value) of a driver causing an accident. The introduction of new driver attributes could be interesting, a static attribute that shows how much risk the driver is willing to take and another static attribute that shows how often they intend to make risky moves.
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medal 5000
7 years 63 days ago
biggest problem is if your level capped say in pro level 12 meaning u can only produce 12 parts per race yet you need 20 parts per race meaning eventually all level capped teams will eventually not have enough parts to run more than 1 car.
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medal 5000
7 years 63 days ago
Daniel, I expect you will hit the 4 & 5 again when you go to Singapore.

Blunion, The risk of an overtake. Would it not go by the attacking and composure ratings? High composure is stopping the driver from sticking the car up the inside of the car in front at a corner and waiting for a safe place to overtake like a straight.
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medal 5000
7 years 63 days ago
@blunion surely push level would determine how likely a driver is at taking risks

max push level 5 should mean driving on the edge more likely to make a dodgy pass and lowest push level 1 more level headed will only make safe passes .... if this is not the case then it really should be.
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medal 5000
7 years 63 days ago
What is the repair costs you have Alex?
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medal 5000
7 years 63 days ago
Alex, Different push levels operate different tires. If the tyre was to heat up in corners under braking and cool on the straights then what you have said above might work well.
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medal 5000
7 years 63 days ago
@James: Yes, 4 & 5 parts sounds quite likely for Singapore.

Alex
biggest problem is if your level capped say in pro level 12 meaning u can only produce 12 parts per race yet you need 20 parts per race meaning eventually all level capped teams will eventually not have enough parts to run more than 1 car.
No I don't think so, since both the main factor determining how many parts you need, the level of Design, and the source of parts, Manufacturing, are restricted the same since they are both HQ buildings. So they are either both hard capped at those levels or with soft cap not capped at all.

Problems keeping the cars repaired arise if the same level for both Design and Manufacturing always results in a too low parts production and perhaps at certain levels if rounding causes a raise in part needs for too many tracks at once after a Design upgrade while manager level cap is preventing a quick solution by blocking another Manufacturing upgrade.
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medal 5000
7 years 62 days ago
Crashes would be a good idea eg a low talent driver on push level 5 would be very likely so take someone out so yeah i also thought push level would have affected likelyhood of mistakes rather than just tyre temp also it dont need to be just crashes a low talent driver with low experience for instance could run thru the gravel traps and lose 5 seconds or miss the corner apex and lose time.
Also i think various suppliers should change so say u pick a engine supplier that has a higher horse power but slightly more chance of breaking during the race plus u could have gearbox and brake suppliers that run the same way so the slower suppliers have the best reliability and the faster ones less so and it has the added bonus that it will change the grid abit more having various teams on various combos plus it would be nice to see everynow and again a team benefit from crashes or driver mistakes.

Plus qualifing should have things like being able to choose in what minute of the session your cars come out to do thier laps (early on less grip later on slightly faster but more traffic if everyone comes out late) and being able to set a push level and tyre set for each part of qualifing as well as how many flying laps u intend to do as this would make qualifing more interesting and mix up the grid a huge amount as alot of teams all running various tyre,push levels,fuel and coming out at various times u can even limit how many sets of tyres the team has so if they use all fresh tyres in quali they only have used sets for the race.
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