1- any (yes if you want)
2- yes but need to fix some tracks and MD to prevent destruction derby.
3- doesn't make sense. According to the performance in op the gap between first and last driver is around 100 points. A 200 points boost will cause the grid a lmp vs gt conditions. 3-4 boosted cars too far ahead and the rest too far behind. kills the race.
4- don't know, if the increment is constantly 5, with bigger values you create another hole in the grid.
5-any (yes if you want)
Point 3An idea to make boosts worth could be deciding before the season the track modifiers, in example:
- a medium track has no modifiers than base perf for each session
- a fast track has 2x failure chance than base perf for each session
- a street/road track has 2x failure chance + 3x ability range than base perf for each session
- a slow track has 2x ability range than base perf for each session
Then the managers have some tokens to spend only for 1 race (you decide how many of each token we have) and with drivers we can arrange the usage
- no token applied/communicated = no changes
- a risky token +6hp but 3x failure chance
- a safer token -25grip but /2 failure chance
- a push token +25grip but 2x failure chance
- a steady token +10grip and /2 ability range
- an aggressive token 2x ability range
can add any token for qualy and race or 1 of them only.
fixed tokens
- a team homerace token /2 failure chance
- a driver homerace token +10grip
Point 4Another idea based on the "Experience" concept brought in by Carlos is to calculate the All of Fame like in point 4, and every race assign a permanent bonus depending on the achievements. This will cause a driver to carry his experience along the season. in example:
to unlock +3 permanent grip a driver has to finish an event equal or better than his All of Fame position (average finishing sprint + feature)
same for the team with +1 permanent hp for finishing better than its AoF (average D1sprint + D2sprint + D1feature + D2feature) .
Alternatively unlock +5 permanent points, can divide the AoF in 4 classes for drivers (1st to 5th, 6th to 10th, 11th to 15th, 16th to 22nd) and 4 for teams (1st to 2nd, 3rd to 5th, 6th to 8th, 9th to 11th) so to receive the bonus, a driver/team must finish in a higher class position. This should be better.
if a team DNF 3 cars of 4 in the whole event the team will increase the failure chance by 200.
Every driver/team can pick its home Gp making 2 additional unexpected variables.
This allows to apply boosts before the season or in different parts of the season (like the real life test sessions) independently of the current ranking reducing the work during the season.
Also suggests to use a wider and various choise of tracks. Also in this way no communicated boost will not cause aleatory tweaking.
the point 4 can be calculated by anyone of the forum and communicate to Rod a sheet with if and who unlocked a bonus.
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Edited 16 time(s). Last edit at 10/03/2015 11:10AM by R_Scandura.