GP4 Manager - NEW THREAD - Historic Championship

Posted by Calligaris 
GP4 Manager - NEW THREAD - Historic Championship
Date: December 20, 2019 10:24PM
Posted by: Calligaris
After some people showed interest in a GP4 Manager Game, and after some discussion, I decided to post an updated ruleset.

There are currently very few features in this ruleset, the intent would be to start with a very simple concept to see if it works, and then add more stuff (like chief engineers, test drivers or tyre suppliers)

People expressed their desire to play with historical characters, so I'd like to do it properly and transform this into a sort of historic championship where Alberto Ascari could get the possibility of racing against Fernando Alonso in a car designed by Colin Chapman, that sort of things. And players would manage the participating teams.

So here are a simplified ruleset (just to introduce you to the concept) and a detailed ruleset (for those who want to dig deeper).

SIMPLIFIED RULESET
Here's what player will have to do.

-Pick a name and a nationality for their team
Just cosmetic stuff here

-Sign a couple of sponsors
Sponsor money will be added to a common basic budget and some prize money, that will be your team's budget for the season

-Sign a Car Designer/Technical Chief
This guy will design your car, the better he is, the better your chassis will be. From Gabriele Tredozi to Adrian Newey, you will have a decent choice of historic designers.

-Find an engine supplier
The better the engine supplier, the more power your car will have, from BRM to Ferrari, there will be a list of historic engine suppliers

-Sign some legendary drivers
From Ascari and Baghetti to Lewis Hamilton, any driver who has competed in at list 5 f1 seasons will be at your disposal (not all at the same time though)

-Desing and develop your car
Once your Tech Director is done you'll be able to set up your car, investing your staff's hard work into the areas you deem important.
During the season you'll be able to improve your car or save up to invest in next season's car.

All cars will basically have three stats:
-Power: Mainly determined by your engine, but partly by your car design as well
-Handling: Determined by your chassis' handling and your drivers' skill
-Reliability: Determined by chassis' and engine's reliability

Seasons will be 10 races long. 2003 point system (10-8-6-5-4-3-2-1), 1 point for pole position, 1 for fastest lap.
Naturally participating teams will be able to submit and vote on rule changes.

A few people expressed their interest in the first thread, who else is interested ?


DETAILED RULESET

Almost all of these things will be automatically calculated through excel, players wont need to worry about most of this stuff, this is just info.

Basic team info

Each team will have a name, a nationality.
Also, depending on its results, a reputation, going from 1 to 5
5 is an Top Team (the expected championship contenders)
4 is a Challenger (not yet a top team, but strong enough to challenge them)
3 is a Midfielder (Scoring points, but not regular winners)
2 is a Low Midfielder (Scoring few points, yet not trailing behind the pack)
1 is a Backmarcker (The slowest teams)

In the first season, all contenders would start at 3


Budget

You'll have three sources of income.
Firstly each team will receive 60 000 cr. at the beginning of each season

Prize money will be distributed as such after each season:
1st - 30 000 cr. 6th - 20 000 cr.
2nd - 28 000 cr. 7th - 18 000 cr.
3rd - 26 000 cr. 8th - 16 000 cr.
4th - 24 000 cr. 9th - 14 000 cr
5th - 22 000 cr. 10th - 12 000 cr.
11th - 10 000 cr.

At the start of the first season everyone will get the same amount of prize money

Sponsors, at the start of each seasons you will have the possibility of signing to sponsors
The better your team reputation is, the more money the sponsors will be willing to pay.
You'll get at most 30 000 cr. from each sponsor at the beginning of the season.

Engine supplier
Each team will have to sign an engine supplier. The better the engine supplier, the better the engine is likely to be, the more it will cost. The costlier ones will cost 50 000 cr./season
Engine suppliers will have two stats: Technology and Ressources
Both influence how goof an engine will be, but Tech will be more important at the start of the season, while ressources will be more important as the season goes on.

Engines will have two stats: Power (870 to 900) and Reliability (100 to 1000).

Tech director
During the "transfer window" before the season, the teams will be able to send offer to potential staff members (Tech Director and Drivers currently). Drivers and Tech Directors will then pick a team based on what they consider the best offer (determined by a combination of the money you offer and your reputation). There will be a budget cap of 20 000 cr. per staff member.
Tech Directors will have a skill from 1 to 10 (I'm still deciding how I'll determine these historic, real guys' skill level). Their skill will influence your chassis quality (more details further down)

Drivers
The way teams will sign drivers is exactly the same as Tech Directors.
All drivers that have competed in at least 5 f1 seasons will be eligible, their base skill will be determined by their historic 5 best season's average elo rating, their max skill by their very best season's elo rating (and by god trust me compiling those took a looooooooong time). Only 30 of those drivers will be "active" (able to be signed) at all times, but they will vary. Budget cap for each driver is still 20 000 cr.

Car Performance
Your chassis quality will be defined by how good a designer you have, and how much of last season's money you saved up (at the end of each season whatever money you have left (up to 50 000 cr. will be invested to design the following season's car.

To be precise chassis quality will go from 10 to 30. 10+Tech Director Skill+(Money Invested/5000)
These will be points you'll be able to invest into three stats
1 to 10 points in Reliability (1pt=100 reliab.)
1 to 10 pts in Handling (1pt=50 Handling)
1 to 10 pts in Speed (will be added to engine power) (1pt=1 power)

It's not as complicate as it sounds, don't worry, i promise.

Two sessions of pre-season testing will allow you to fiddle with points distribution. During the season you will be able to invest some money inbetween races to improve your cars.

In-game stats
All this translates into three in-game stats.

Power= Engine Power (870 to 900) + Chassis' Speed (1 to 10)
Reliability= Engine Reliability (100 to 1000) + Chassis' Reliability (100 to 1000)
Handling= 10 000 + Chassis Handling (1 to 500) + Driver Skill (100 to 1000, but de facto there are very few drivers under 500)



Edited 1 time(s). Last edit at 12/20/2019 11:16PM by Calligaris.
Re: GP4 Manager - NEW THREAD - Historic Championship
Date: December 23, 2019 04:24PM
Posted by: natasp
Nice, I would like to enter the league





Re: GP4 Manager - NEW THREAD - Historic Championship
Date: December 24, 2019 11:02AM
Posted by: Calligaris
Thanks for your interest Nata ! We'll see if this gathers enough support to start it. I think 7/8 more people would be necessary
Re: GP4 Manager - NEW THREAD - Historic Championship
Date: December 27, 2019 01:04AM
Posted by: Calligaris
Well sadly it doesn't seem like there is enough interest in the idea.
I'll keep the idea for later if the chance arises, or run it privately.

Calligaris
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