Roadmap - Frank's plans with pitwall
Contracts
*allowed to leave immediately not (always) working
*Autorelease landlocked staff (if a team goes bankrupt, cancel all future contracts)
*Staff should not want new contracts short after joining
*Minumum number of races feature not working
*persons with long term contracts & leave immediate clause do not want to start negotiations
*Some staff want say S16 contracts, but its not possible to select only up to S14 f.e.
*Staff wage jumping from 50k to 1.5m is way too high
*Loyalty added to the staff would be great. The longer a person works for you, the more benefits you get (wants to stay rather than change team, accepts lower wage,...)
*If 'driver/staff wants new contract' their power position should drop -> cheaper contract
*'person wants new contract' ->counter offer. or mutual termination with no remaining wage to pay, if person is unhappy and wants to go
*ability to cancel a forthcoming contract
*Power position should be influenced by races missed and by wheter the person is allowed to leave.
Sponsors
*max races missed not working
*sponsor slot locked out by ghost sponsor if lost due to races missed
*allow altering negotiation terms until progress hits 1% [#110]
*sponsor negotiations should be semi automated -> auto-fill slots if conditions are fulfilled [#123]
*Sponsor payment at the end of the week (like wages), so hourupdates doesn't take away income
Suppliers
*no negotiations for normal supplier contracts - fixed price [#82]
*faster negotiations for works & partner [#82]
*supplier loyalty [#85]
*spec parts for division 3 everyone gets. so no work on gearbox and frontwing for example [#108]
*partner & works deals should be reworked (details in post) [#119ff]
Research display bug
*research for future seasons doesnt show estimated time correctly
Production
*Show already produced parts for next season, color code or something. Right now you have to click through the desings to see if its produced yet
*production queue (pw 1)
*increase production speed
Pitstops
*pitstoptime right now not depending on how much fuel added
*both cars can pit at the same time, penalise that (2nd car has to wait)
*get rid of pitcrew/seperate pitcrew from regular mechanics and/or
*add risk management for pitstops from 0-100%->chance to fail
Racing/Racescript
*Overtaking too hard and dependent on mistakes or massive 1.5s pace advantage
*Youth races tire bug semi fixed, tire deg got removed. tires still exploding at end of lifespan
*youth races: cars are overfueled, no optimal strategies
*Illegal parts are not illegal-yet
*add more tyres: f.e. supersoft, ultrasoft, medium
*2 different sets of tyres mandatory (for dry races)
*no refuelling
*more contact during close racing, higher chance of SC, red flags ect. inexperienced drivers should crash more often [#78]
*add script language for different cases: driver aggression after start, after SC, when overtaking and defending, autamitic strategy change if SC, overtake let teammate overtake, ect [#78,86,129]
*bugs with SC and pitstops [#81]
*track & tire temp -> varying tire deg [#86]
*additional tires (US,SS,S,M,H), 3 fixed compounds per weekend [#87]
*introduce some high tire wear tracks (now we only have rates lower than normal) [#104]
*It is possible to use higher engine setting than 130 (or lower than 70)
Job market
*hide retired drivers/staff in search
*save last settings - if you look for staff and go back, last search settings should be saved
*no indication of talent, would help new players
*driver & staff lowest detail rating shown ( /3) [#114]
Race page
*Start at lap 1 if the race is over/or implement a setting, so everybody can chose what they want to see (first or last lap)
*quick select lap with dropdown menu
Development
*popup 'are you sure' before finishing phase in developmant or overview page
*Development of actual parts sometimes stalls
*Text box next to +/- buttons for faster change of higher numbers
*Color code each revision of a part, differentiate between new/old/built/unbuilt parts
*Research for next season should not drop (only current season research should) {does it even? <NB Lukas> }
*dev + prod revamp - continuous production & dev, set focus, staff, ect, car gets designed and produced automatically (details in post) [#97]
Cars page
*Sort parts by certain parameters (weight, aero, grip, partname,..)
*Select multiple parts and delete (check mark the parts to delete-> delete-> confirm)
Staff morale
*Morale only drops, hardly ever recovers. Wins/championships/good results should increase morale of all teammembers, not only drivers
*remove morale & motivation change affected by team fit, discipline ect. [#89ff]
*team fit -> morale drops even at okay! [#105]
*morale boost short term: f.e. when setting fast laps during testing [#117]
Testing/ testing week
*All divs should get same weather or unlimited tires
*test schedular: possibility to set certain stints with different enginesettings, pitstop testing (including changing # of pitcrew)
Youth system
*Let aging youths race in the category they started in the whole season
*Restructure youth programme: f.e. Kart (5-18)-F4(12-18)-F3(15-20)-F2(17-26)
Scouting
*Add a 'remove from scout queue' button on staff/driver page
GUI
*reinforce 'hover to select' button in production [#56]
Miscellaneous
*Rename team during season, rename team without resigning from competition [#90]
*Main sponsor appears in team name (on the teampage)
*advertisements to attract better more fans/better sponsors/..
*Variable focus [#45/46]
*rolling list that shows new players, on manager page last 5 logins (like hattrick) [#58]
*more stats in weekly lap times - dry/wet filter, top 100 shown [#62]
*live viewer (similar to iGP) [#86]
*more different facilities [#109]
*list of recently fired staff and drivers [#113]
*news: click on person -> person page should open [#118]
February 22, 2017 01:13 pm