Soutsen Schreef:
-------------------------------------------------------
> About the boost system. I see what Marcus
> complains about. We have 22 drivers, every one
> with their 6 boost potions and only 13 races to
> spend. So statistically it can happen that for
> example the 10 drivers deceided to use their boost
> for a certain round. Because of that it may give
> them impression that their boost worked bad
> (simply because there were too many using the same
> boost at the same time). So it's happening not
> only because the boost value is too low itself to
> make any effect. Not to mention that the nature of
> the game affects with the driver errors and messy
> overtakes again (half of the passing attempts at
> Melbourne ended with spinning/pushing off/tapping
> from behind from what I saw), so even with the
> much higher boost values there won't be guarantee
> to finish well naturally. Anyway, the first and
> easiest solution that comes to my mind is making a
> different boost values for drivers, so there will
> be statistically a little chance for them to use
> the same values at the certain venue. So instead
> of having 6 boost potions each equals 100, you can
> change it to 3 average/normal boost potions equals
> 100 (or 200) and 3 extra boost potions equals 200
> (or 300). and you can even add to this one largest
> super xxl-size super-bombastic potion equals 300
> (350 or 400) to satisfy the guys who want to be
> sure that their boost works well (optional thing).
> Honestly, I don't see how stuff like this can make
> things a lot harder indeed for the guys operating
> with the perfs calculation (I mean, I can switch
> to perf calculation work to help if needed - I'm
> good with the free time at the current moment
> anyway
> [
www.grandprixgames.org]
> if).
100 boost points does nothing, so I think it's better to have 4x 200 and 2x 300 boost points.
My Grand Prix 4 FilesI'm a total dick. How many people can say that?