Maybe...
Braking
- Lower lockups and tyre wear.
I like the idea of it ALSO reducing reducing the LOCK UP DAMAGE
Cornering
- Could give better lap times on tracks with more corners.
- Could lower lockups, spins and crashes since most of them happens in corners.
I am reluctant to make better lap times on certain tracks from drivers as that's a mechanic which already exists for the 'car performance points and crucial part' system. I see the logic in the idea but I want to keep these things separate.
- there's already focus, fitness and soon to be breaking impacting lockups (maybe adaptability too). I don't want to pile other stats in here.
Smoothness
- To be honest I don't like the 3 Tier system. I would love to see something like the ranking system in the SSDD file for Critical Parts.
I don't mind the tier system because it relies not on the total points, but the points compared to all the other drivers. Even if there's a distribution of (20,20,20,20,20,20,20,19,19,19,19,19,19,19,19,19,19,18,18,18,18,18,18,18,1).
Because of the league you're in, it makes it so having the best driver important despite the stats being so high.
However, I feel the driver with 1 smoothness at the end should be additionally punished. Which is what extra wear rate based on the stat would do.
Overtaking
- If it's not, should also be effective in other engine modes and not just Overtaking (or Super Overtaking). Because micro managing two drivers all the time takes the fun out of the races.
You confused what I mean by overtaking. I didn't mean the driving style, I meant the calculation which leads one driver to overtake the other (there's a nice equation for working out the success probability for each overtake and it's basically 'Overtaking Points vs Defending Points', but both drivers use the same stat from overtaking, hence me wanting to separate them (as some drivers are a lot better at holding position then overtaking,
Consistency
- That's a good idea.
I thought this is how the mechanic would have worked. Shocked to see it did not,
Adaptability
- Could also effect the relationship with mechanic.
- A high Adaptability could also give a performance boost.
I feel this is moving into people's 'traits' territory. Relationship boost actually sounds like a stat feedback might like,
I am also reluctant to give a flat 'make person faster all the time' from a stat, as then that would be the stat everyone goes for. Having this only effect the driver in wet weather makes sense (and also makes the wet weather driver traits really useful in the rain!)
Fitness
- Sounds great.
Oddly, this still doesn't sound like the most useful of stats, as lockups and such doesn't happen as much late race, I was thinking about maybe a small time loss in the last 30% of the race too (reduced to 0 if the stat =20)
Feedback
- Also good.
Focus
- Could also lower the spin and crash probabilities.
Oh, when I say lower the chance of lock ups, I automatically refer to spins and crashes too, as they're the same system
How is the defend system working in the game? Is there something I can do to make them defend better?
Basically, not unlike lockups,crashes,spins.
There's a point systems for both the attacking and fending car: car performances, tyre types, tyre conditions, engine mode, driving style, and the Overtaking stat. Each driver gets a tally.
Then it does something which Hudson didn't like. It does Random(0,Overtaking Points total) vs Random(0, Defending Points total). Obviously, the better one persons points over the other gives them more chance from this "dice roll". I'm fine with these types,of dice rolls as I like table top games and am okay with the mechanic, but I know Hudson wished to change the system.
This was ages ago though, and I was still learning ILSpy, so I didn't want to adjust the 'racing process' very much. May look into this one day though,
Wait!! the game doesn't already have this in?!!
I was thinking about this the other day, is there a way that a driver with better feedback will give you more accurate race feedback
A few examples i can think of.
when in changing conditions a driver pops up saying can we change the tyres >> can a better feedback driver say this at the right time like before passing the pits or bad drivers make this call a lap to early for changed tyre type
Another would be on the wear of the tyre and when it needs changing or even if when to push certain engine modes [for this you can use IF fuel is in excess + feedback good then message to push engine mode] disclamier that is very basic
The issue with the feedback messages is that they're triggered at precise times in the dll when a condition is met... obviously, as we always ignore the drivers, the condition is not normally accurate. I'd have to fix it before I learned how to brake it and allow feedback to come into play here, but a nice idea, (but a long idea as each message is triggered at different events and I'd have to find and edit each one).
Taking about intentional inaccuracy!! New wish list idea: in accurate weather forecast!
Haven't posted in awhile, but till following all of this. Super excited for the new changes, but on the topic of the Feedback stat. Is there any way to couple it in with a performance bonus on new parts made throughout the season? Like how, I'm real life, there are some drivers that really push the development of the cars because they have a better understanding of where the car is lacking?
Also, I know it was a couple days ago, but you guys were throwing around ideas for pre-season testing. Could we have it impact initial part reliability for the season? If they had a good test, then their parts are better developed and more reliable? Maybe even a boost to initial performance, too? Just a couple thoughts.
Feedback stat on new parts - I'm going to say no because I want the designer to be in charge of this, as it's his primary function. I have considered that the designer stats could have secondary function but not thought about it yet,
Pre season testing - this may well be the approach taken. I've still not looked at pre season testing yet, the list is very long and I'm focusing on the 'easy to add' stuff first (which is generally stuff I have experience in editing already... even after months, there are so many classes in the code I've not had a proper look at yet,
Also, while playing tonight, I had another thought. Is there any way that we can pay, maybe, 2.5 times the cost of a part to make two of them? Say I'm Steinmann Principal, and I want to make my two prima donas happy. Can equal status be actually equal? And they have the exact same cars, but I have to pay a bit more money. Or, if I get up to a legendary front wing, could I make two? I feel like it would be helpful, and also another chance to be able to throw around your financial might a little more.
This reminded me of something I was thinking about engineer traits earlier...
Would it make sense to duplicate the existing skills, such as the "make second part for free" and have different levels of the trait based on the component level it occupies? So lev 1 "build another part" skill would have for example a part cost of 2.5x (thus only saving time), while lev 5 of the version of same skill would have a cost of 1.5x or something, thus saving both money AND time.
Similar thing could be used for other parts, too, for example the risk reducing thingy and so on.
Main problem I see with this is, that we'd need some sort of way to try and prevent multiple of those skills being chosen for the engineers, it would be kinda lame to end up with a guy who only has different versions of the same skill.
I like the multiple part idea. Of course, if it's taking up the legendary slot, it does need to be very cheap/free - that's a hell of a boost you're sacrificing to get it. But you could add one per level. You can even have Reduce Performance variants in the lower ranks so it's not overpowered.
To prevent it from lameness for a designer with different versions of the same skill is to vary the skill. Admittedly it makes no sense to do this on average anyway (with no other improvements why make 2 of the original parts?)... so that's 4 slots, Good can have some performance reductions, great can be a lot of extra cost, epic can have cost butbless reliabily, and legendary can have free... or maybe a cost but - 1 risk too..
There are lots of variants to fleshing things up...
Not sure what happens if you select two extra part perks... do you end up with three pats? (That has an advantage if you use RIsKY parts! You have a spare i case one is banned!)