Hey guys,
just wanted to share a few ideas about an adaptation of my fantasy F1 championship to a playable F1 Manager Game I was thinking of starting with some people.
Let's see what you think. I'm trying to strike a balance between simplicity and complexity, to make it interesting, without requiring too much time and energy to participate and organize.
EDIT: Currently discussing how to simplify this in the thread
BUDGETThe basis of everything, the starting point for any team, the first thing to consider will be budget (which I'll count as credits).
Basically I thought about setting up three sources of income (i'll specify some precise numbers here, but they are untested and conjectural).
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Base finances: Each season, each team will get a set and equal amount of credits, let's say around 100 000 cr.
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Sponsors: Each team will have the possibility of getting contracts with up to three sponsors. There will be a list of possible sponsors to choose from, each willing to invest at most a certain amount of money per season (let's say from 10 000 to 50 000 credits). Contract signings will work a bit like an auction, each team will send a request for funds to the sponsors they want and each sponsor will pick a candidate based on funds requested, the team's reputation and one other element I'll specify later.
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Prize money: Each team will receive some prize money at the end of a season. (let's say up to 50 000 cr.)
That adds up to a maximum season budget of 300 000 cr.
THINGS TO SPEND ONE'S BUDGET ONNow that the teams have some money, time to spend it on stuff, and there are five things to spend money for (with budget caps, let's say 60 000 cr. each):
-Headquarters
-Tech. and Marketing Directors
-Two drivers
-Engine provider
-Car Developement (Next year car developement and In-season car developement)
HeadquartersHQs would simply have levels of developement, 1 to 10 (it influences the teams chassis quality, maybe a team's prestige or appeal, still have to decide)
HQ budget would simply serve to maintain the base, prevent them from losing levels or allowing them to gain some. The more the teams invest, the more chances of the HQ improving, the less chances of it falling behind in tech, it's just a dice roll with variable odds.
Tech and Marketing directorsBoth have a skill level, 1 to 10. This would simply be their salaries.
The Tech director influences how good a team's chassis is. The Marketing director influences all the sponsor deals, staff and driver signings.
DriversJust driver salaries, I'll explain about drivers further down.
Signing drivers and directors also works on the same auction mechanic as signing sponsors. They will pick an offer based on money offered, a team's reputation and the marketing director's skill.
EnginesEach team must sign a contract with an engine provider, still works as an auction, the better the engine manufacturer, the higher the cost (maybe you've noticed I tend to favor this way of doing things, it lets teams determine the value of each of these elements without me setting hard prices).
Car developementThis will be divided between:
-Next season car dev. (the more is invested, the more next year initial chassis will be good)
-In-season car dev. (the more is invested, the more chances of a car improving during the season).
This is basically it, that's all there is to this game, get a budget, divide it between five "departments", sign four guys and an engine provider and sit back.
But how does it convert to in-game values ?
A car/driver values ingame are:
-Power (race and quali)
-Driver (race and quali + variation)
-Reliability
The power stat would be determined mainly by the engine, the team's chassis still having a noticeable influence on it. All engines would have a qualifiyng stat which would add power in quali.
The driver stat would become a sort of handling+driver stat. The driver stat would determined by two things, half of it would be defined by the chassis' quality, half of it by the drivers skill.
Drivers would also have a qualification stat (how much to add to their base skill in qualifying) and maybe a morale system using variation (i have the impression that variation is only added and never removed from a driver's skill, the expert modders will confirm that)
Reliability would be defined by the chassis' reliability stat and the engine's reliability stat.
I hope I managed to make this understandable and clear. What do you guys think, does it seem too complicated ? Does it lack important elements ?
Edited 4 time(s). Last edit at 12/20/2019 11:17PM by Calligaris.