New iGP: Car Development

By Jack Basford
Last updated: Mon, 11 Jan 2016 00:23

Alpha testing of the new iGP Manager is underway. We’re not satisfied that the game is ready to move on to closed beta testing at this stage. As a result, we have chosen to extend the Alpha testing period by a couple of weeks. This means that the closed beta testers will not be invited until near the end of January to begin testing the new iGP.

As our thank you for everyone’s patience waiting for the new iGP Manager to be completed, we decided to release some new screenshots today. This time I’ll be showing you a host of new features and changes in car attributes, car development and upgrades, suppliers and car repairs. Something you will notice straight away in the desktop screenshot is the first glimpse of our new menu layout and sidebar, which allows instant and easy access to every area of iGP Manager. We have grouped key areas of gameplay in to more easily identifiable page names and made the management screens much easier to navigate as a result.

Anyone who has seen the previous blogs on the new iGP will know a lot of work has been put in to accessibility. Despite this, car development is one area of gameplay which has increased in variety and complexity.

While the new interfaces and car attributes make it easier to understand the impacts of design changes, they also greatly increase the variety of ways in which cars can be developed. In the old iGP car development had become somewhat routine, and predictable. People knew the best ways to work the system, and essentially everyone was developing a car in the same way. The new system encourages a large diversity of car designs. The balance of one car might blitz the straights of Monza, while another shines on the streets of Monaco. The unique characteristics of different cars suit different circuits, increasing excitement and variety in race outcomes, without any random factors at play.

 

Car upgrades follow a simpler (and less tedious!) process, where your Design points now accumulate organically, and can be applied on any attributes however you like. You could spend them all on acceleration development, for example, or spread it among the attributes of the car. Reliability is also a factor which can be developed now, and leaving it under-developed may result in more retirements. The upgrades are instant, and no longer require parts refitting. Cars still require repairs, however, and will wear over a race distance.

The way suppliers work has also changed completely, and is closely integrated in to car development. Suppliers previously suffered the same fate as car design – everyone took the same choice. To increase the variety of suppliers that people select, each now brings a different (and equal) bonus to specific car attributes. This means that there is no “ultimate supplier”, and asking which combination of suppliers is best results in a different answer for every team, based on their car design and attributes.

It is no longer possible to be without suppliers, either. Every team will always have engines, fuel and tyres. In place of signing and rejecting contracts, managers simply switch suppliers. This change is intended to increase race participation, in the event that any manager holidays or is inactive during a season.

The way next season designs work has also changed. Unlike in the old iGP there will be no direct control over the next season car design. The performance is determined by your chief designer, who, in a similar manner to suppliers, brings bonuses to your car’s attributes based on their own strengths and weaknesses.

As hopefully is becoming clear now, the entire system is much more coherent and integrated. The way suppliers, designers and attributes all correlate will create interesting and unique patterns of development. Some may go for a balanced design, while others may skew their car for the characteristics of certain tracks, or even for endurance, by focusing on improving their fuel and tyre economy. In this way, someone who doesn’t have the fastest car may be able to get by on less pit stops during a race and leapfrog faster teams, just as we have often seen in F1 with teams like Sauber and Lotus in recent years.

We look forward to reading your thoughts and feedback on the new system! A lot of effort has gone in to planning this system to address many of the issues that existed in the current version of iGP, namely: supplier hopping, linear predictable designs, participation levels, and of course, fun and enjoyment. We’ve done our best to make the game more fun to play, while at the same time adding more depth and strategy to gameplay.

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iGP Staff Jack Basford 8 years 352 days ago
The mobile launch will not be at the same time at the web launch on igpmanager.com. We want to make some changes before going to mobile that will allow for rapid growth and scaling of the service, just in case things really take off. We want to be prepared for any possibility. It's quite a big overhaul of the back-end of the service. I would hope we can launch the mobile app in Q2 2016, but we will see as things progress how realistic that is.
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F Malli 8 years 352 days ago
when it going to launch on mobile platform
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James Greer 8 years 352 days ago
Speed difference in Tyres is too great! Look at last Qualifying results over a single lap SS was 2.023 faster than M. So that's what 3 full seconds faster than H?

Lowing the gap to 0.500 between H & SS should be fair enough. By right H should be able to do 3 times that of SS so 18Lap of fuel to SS on 6laps still way too slow using H tyres. Makes sense to make all compounds the same speed & just have the fuel mass slowing people down!
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James Greer 8 years 352 days ago
I was rather considering reducing the weight of fuel so that it isn't such a penalty to run longer stints (e.g. on Hard tyres). - I would say make all the compounds equal speed & keep the fuel levels as they are. Doing a longer stint carrying extra fuel is slowing you down enough without having a speed difference in the compounds.
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James Greer 8 years 352 days ago
As for Monaco it's just faulty in my opinion, Jack needs to look at the push levels used there and adjust them. A wet race in Monaco you can never get the wet tyres to optimum temp, they stay blue the full stint on push level 5. As for trying to do a long stint it cant be done Soft tyres on push level 5 works for 12 laps after your done for, as the tyres wear you need to push harder to keep the temp in them how can you push harder when you are already using the maximum push level available??
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James Greer 8 years 352 days ago
higher the push level the more likely the driver is to either make a small mistake costing a small amount of time, or even crash? - You seem to be forgetting harder compounds use different push levels. Currently the only push levels used are 1-3. even Hard tyres on push 4 can only be done for half a lap. As for overtaking that is what Push level 5 is the overtake button.
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James Pinsker 8 years 352 days ago
Agree with Ryan, particuarly the last thing, and the whole thing about push levels could include fuel mixes: changes engine TEMPERATURE (amount of wear and speed it has; generally it needs to be about pink, it would add whole new dimension) and it makes you faster at the loss of fuel. Also, to do with crashing/reliability, you could incorporate higher chance of a failure in too.
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Ryan Bissell 8 years 352 days ago
One more thing? The first screen shot has some kind of gold token (76) - what is this? Is this just making the reward points easier to see/spend? Please don't make an option to start buying tokens with real world money that can then be spent within the game to give teams an advantage, otherwise you'll lose so so many players that enjoy it as it is...
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Ryan Bissell 8 years 352 days ago
essentially what I'm getting at is making the drivers more realistic. Better experience, composure etc will minimise the likelihood of screwing up, so it is something you ca train out of them, but you do feel more in control of telling your driver to make a move and get past! Anyway, as I said, love the look of what's coming!
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Ryan Bissell 8 years 352 days ago
...and as well as have push levels 1-5 in terms of how hard the driver should attack the track and push, you could build into this that the higher the push level the more likely the driver is to either make a small mistake costing a small amount of time, or even crash? Finally - on top of the Push Level buttons it would be nice to integrate "Aggression in Overtaking buttons" so you can encourage your driver to make a move. Higher aggression gives better chance to get past at the risk of crashes
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