We can try it why not.
What do u think about
Improvbility = only Motor base stat plus stat max
Fuel = gearbox and brakes stat
Tyre = front and heck wing stat
Heat = suspension stat
I tried this originally, but it won't work. You see, the "Fuel/Tyre/Improve/Heat" values only get created AFTER the pre-season testing hits. But to apply changes to individual parts (such as the +Base stat to the engine) it needs to be done just BEFORE pre-season testing. This creates a case where a value that doesn't yet exist is trying to be read, and the game will crash. The +Base Engine stat is different, as its a value created earlier, i.e., when the suppliers are created and had their stat rolled, so it avoids the issue.
I cannot apply the +boost later either, at least not per component. At this state, they are not done individually but rather by batch, so I cannot apply one "Tyre Wear modification" on a geearbox without it being applied to all the other parts - which is why I'm making the stats do a modification in ALL parts, abiet I can switch up between +stat to all and -redzone to all as and how I wish. .
This isn't to say It's impossible. Maybe a month or two down the line after more experience with the code, I'll realise there's a method to make it happen. As for now, I can't make it work.
The ai has only a 1-3 stars chassis.
I mean that u change the power of stars.
1st star = 100% effect
2nd star = 75%effect
3rd star = 50%effect
4th star = 25%effect
5th star = 10 %effect
So the ai 2star tyre wear has an effect 175(not 200)
The player 4 star tyre wear has an effect 250( not 400)
Difference is closer
I am not a fan of this as the 5 stars, which would cost you considerablly more then 4 stars, would have a tiny improvement to the parts in comparison. And the idea is to make the player spend more money. The AI are being boosted in other ways (and I'll boost them more then I am now to make up for the fact the player can now improve his position by investing in the chassis). Their boost should be big enough to compensate for their poor choices in chassis. Which also means, if the AI make good chassis choices say 10% of the time, they're going to be much further ahead of the player then normal. To the point that the player should be crossing their fingers in hoping the AI don't take advantage of their overwhelming potential.
The goal is: If the AI is smart, they'll outpace you.
But when they're not being smart, you'll outpace them.
As a player, can you amass a good enough advantage to not lose to the AI? Thats down to skill and a bit of luck. (Normally I wouldn't like relying on luck but this is an endless game. Eventually, if you're good you're going to be able to get that WMC win! It just is going to take time.
IMO, these new chassis ideas would add motivation for me to invest in a good chassis instead of saving the money for parts. The effects are geared more towards broader aspects of the game and I can see myself spending more time for this than just fuel efficiency, tire wear and other what-nots. Let's say you change "Fuel Efficiency" to "Performance Efficiency", will this remove the original effect or do you plan on including the "fuel efficiency" effect within "performance efficiency"?
I can do either.
It's easy to keep them in as they are, so that Fuel Efficiency is within Performance Efficiency. The Performance increase will simply be in addition to the Fuel Efficiency.
But otherwise, I can decrease or remove the effects of Fuel Efficiency/Tyre Wear/Heat Management all together. And I have considered it in the past to prevent the player having too much of an advantage over the AI with their best chassis.
I'll probably decrease it as opposed to remove. I'm trying to incentive the players to have the best chassis possible. I don't want them to completely out do the AI too when it comes to in race things like tyre wear too.
Edit: I could do something wierd and revese it? Make the best chassis worse in tyre wear for example. It then becomes a trade off: better BaseStat/Reliability/Redzone/MaxStat vs worst Tyre/Fuel/Heat. It'll give the AI cars who don't invest in their chassis something too. It's also a change much like my +10 Redzone per part. There's advantages and disadvantages for developing (which amounts to performance progress vs no performance progress). An interesting Dilemma could be raised. If you are really close to winning your league.... do you keep on making an expensive chassis for part improvement, or do you use a cheap one and have a slight race advantage, but risking performance progress for this/next season?
Anyway, this is all brand new stuff I'm introducing. It's ideas based on successful experiments with the code - I'm basically brainstorming with this, and the above finance feature. We're quite a bit away from me implementing these type of changes in the mod yet.