Forum topic: Wishlist

Austria Lukas Fenninger Pitwall Administrator

771 races

31 championships

118 wins

360 podiums

Current team

Austria Fenninger Racing
Division 1

agree Dan, but there should be something to prevent all teams choosing avoid relegation, as then 8 out of 12 teams per division get a boost.

I will have to think about it if there is something that makes sense.
September 7, 2017 06:07 pm

Japan Robert Bouchard

Shinshiro, Aichi, Japan

419 races

5 championships

16 wins

94 podiums

Current team

Japan Yamakawa F1 Team

I have seen this in other games where if you pick as follows:
Championship Base Salary + Bonus
Championship contender (P2-P3): Base Salary + Bonus
Consistent Point scorer (P4-P5) Base Salary + Bonus
Regulation fighter (P6-P10): Base Salary + Bonus

These are paid at the end of the championship based on your teams championship standings so you need to look at the deal from overall Base salary versus bonuses plus where you expect to finish to max out the possible earning and rewards of each deal.

In the game I took this from you are given the choice of 4 different sponsorship deals at once but this could be used as an basis for negotiations with Sponsor here giving the bonus on a weekly basis thus you may get a huge reward for punching above your head.

Based on the above since I expected to be an Consistent points score this season I would be losing morale and losing a bigger bonus based on my weekly results so far.
September 8, 2017 06:36 am

Belgium Frank Van Laere Pitwall Administrator

Lokeren

298 races

1 championships

9 wins

34 podiums

Current team

Belgium Skylark Racing
Division 3.2

Thought it was high time that I reply to this topic. I’ve been reading this regularly, opting not to reply to not interfere and keep discussions going. Really love this organized topic.
Below some feedback. Do note that if I didn’t immediately like something doesn’t mean that I consider it. Perhaps I understood something as it's a lot of things to replying to at once.
Feel free to correct me if I’m wrong on some things.

Contracts
*allowed to leave immediately not (always) working > It is in my knowledge.
*Staff should not want new contracts short after joining > Will be looked into
*Minumum number of races feature not working > It is. It has just been a misunderstanding I think. The contract does not get cancelled, but the persons are allowed to leave immediately.
*persons with long term contracts & leave immediate clause do not want to start negotiations > That has been tweaked recently. Their power position is reduced by various things now (such as being allowed to leave).
*Some staff want say S16 contracts, but its not possible to select only up to S14 f.e. > Will be fixed, that is indeed a bug.
*Staff wage jumping from 50k to 1.5m is way too high > The ranking calculations will be improved and tested in the beta. As this is probably the cause. This 50k to 1.5m increase shouldn’t happen as the person should want a contract before that can happen.
*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,...) > We already have loyalty and it has its effects.
*If 'driver/staff wants new contract' their power position should drop -> cheaper contract > I don’t see how that is a correlation.
*'person wants new contract' ->counter offer. or mutual termination with no remaining wage to pay, if person is unhappy and wants to go > That would be handy to exploit.
*ability to cancel a forthcoming contract > Something I’ve been thinking of, but it would still require monetary penalties (or points).

Sponsors
*allow altering negotiation terms until progress hits 1% [#110] > Not possible anymore in the new points system as progress is a difference between offer and demand. But I lowering I still need to enable (as it just increases points required if it’s a less good offer).
*sponsor negotiations should be semi automated -> auto-fill slots if conditions are fulfilled [#123] > Don’t want to push people in a certain direction. Slots have been removed from suppliers in beta. That should help newbies already.
*Sponsor payment at the end of the week (like wages), so hourupdates doesn't take away income > Doing this will cause some teams to end up stuck half way the week. It used to be like this and we changed it for a reason.

Suppliers
*no negotiations for normal supplier contracts - fixed price [#82] > No. In beta suppliers are quite “easy” to sign on the normal agreement.
*faster negotiations for works & partner [#82] > No, works & partner gives benefits and that requires investment.
*supplier loyalty [#85] > Don’t see loyalty in real life either (BMW, Mercedes, …). Teams are always the demanding partner.
*spec parts for division 3 everyone gets. so no work on gearbox and frontwing for example [#108] > Suppliers are easier to sign in beta requiring less points.
*partner & works deals should be reworked (details in post) [#119ff] > What is planned is to have progress depend on km’s done in the week (to get a similar Honda situation). Guiding and choosing which part gets improved is to be looked in as there are multiple works teams.

Research display bug
*research for future seasons doesnt show estimated time correctly > In beta it’s instant already so that won’t be looked into.

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 > In beta it will be shown on a different page (with the click of a button).
*production queue (pw 1) > Implemented in beta (where everything is instant anyway).

Pitstops
*pitstoptime right now not depending on how much fuel added > Will be investigated
*both cars can pit at the same time, penalise that (2nd car has to wait) > Will be implemented in the next version.
*get rid of pitcrew/seperate pitcrew from regular mechanics and/or > Pit crew training will be added to the beta once the basic points system is implemented.
*add risk management for pitstops from 0-100%->chance to fail > Good idea.

Racing/Racescript
*Overtaking too hard and dependent on mistakes or massive 1.5s pace advantage > Should be addressed already.
*youth races: cars are overfueled, no optimal strategies > On purpose
*Illegal parts are not illegal-yet > Will be addressed soon. Needs beta testing.
*add more tyres: f.e. supersoft, ultrasoft, medium > I’m not a fan of Pirelli’s 17 tyre choices. Next year we’ll have mega super softs as well?
*2 different sets of tyres mandatory (for dry races) > Good idea
*no refuelling > It’s an option under consideration. I believe we used to have an option like this.
*more contact during close racing, higher chance of SC, red flags ect. inexperienced drivers should crash more often [#78] > Good idea. Will be tweaked in the next race script.
*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] > I will try to add tactics back as it’s still in the race script (just not shown on the website).
*bugs with SC and pitstops [#81] > Will be addressed in next race script.
*track & tire temp -> varying tire deg [#86] > Will be part of the next race script.
*additional tires (US,SS,S,M,H), 3 fixed compounds per weekend [#87] > See above. Not a big fan of Pirelli’s different compounds. The fans don’t need to know the hard and soft tyre. They should just adjust the compound every race and keep with soft/medium/hard.
*introduce some high tire wear tracks (now we only have rates lower than normal) [#104] > Yes, good idea. Wasn’t aware it wasn’t huge.

Job market
*hide retired drivers/staff in search > Was fixed already.
*save last settings - if you look for staff and go back, last search settings should be saved > Is the face already. If you leave for a while it does get lost though.
*no indication of talent, would help new players > I will bring it back for scout reports in beta soon.
*driver & staff lowest detail rating shown ( /3) [#114] > Maybe. I’m thinking of ways to change the scouting system.

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) > Noted
*quick select lap with dropdown menu > Noted

Development
*popup 'are you sure' before finishing phase in developmant or overview page > Is more automatic in beta.
*Development of actual parts sometimes stalls > No longer an issue in beta.
*Text box next to +/- buttons for faster change of higher numbers > No longer an issue in beta.
*Color code each revision of a part, differentiate between new/old/built/unbuilt parts > The hierarchy should sort of show this, but perhaps with a lot of parts it’s not clear.
*Research for next season should not drop (only current season research should) {does it even? <NB Lukas> } > It should. Otherwise teams will invest all 2 seasons ahead and then focus on all other things.
*dev + prod revamp - continuous production & dev, set focus, staff, ect, car gets designed and produced automatically (details in post) [#97] > Dev and prod has been changed in beta. Will be changed even more so that more options for upgrading a part are possible.

Cars page
*Sort parts by certain parameters (weight, aero, grip, partname,..) > The cars page will be updated in beta when it’s going to be handled (back to tables that allow sorting).
*Select multiple parts and delete (check mark the parts to delete-> delete-> confirm) > See above.

Staff morale
*Morale only drops, hardly ever recovers. Wins/championships/good results should increase morale of all teammembers, not only drivers > Good idea. Though more changes are coming that influence morale (decisions, interviews, …).
*remove morale & motivation change affected by team fit, discipline ect. [#89ff] > I agree that it need to be looked at.
*team fit -> morale drops even at okay! [#105] > Team fit will be looked at.
*morale boost short term: f.e. when setting fast laps during testing [#117] > Could be a good idea, though its effect will be limited.

Testing/ testing week
*All divs should get same weather or unlimited tires > No, then all races should be done at the same time.
*test schedular: possibility to set certain stints with different enginesettings, pitstop testing (including changing # of pitcrew) > In the past this opened a lot of problems. People who didn’t calculate correctly etc.

Youth system
*Restructure youth programme: f.e. Kart (5-18)-F4(12-18)-F3(15-20)-F2(17-26) > Will be implemented in the beta to test.

Scouting
*Add a 'remove from scout queue' button on staff/driver page > Good idea.

GUI
*reinforce 'hover to select' button in production [#56] > Already updated on the dev in beta, will be on production as well.

Miscellaneous
*Rename team during season, rename team without resigning from competition [#90] > Good idea, but only once per season.
*advertisements to attract better more fans/better sponsors/.. > Not really a fan of this.
*Variable focus [#45/46] > You’ll be able to focus on next season by investing all your resources already.
*rolling list that shows new players, on manager page last 5 logins (like hattrick) [#58] > I removed that on purpose since hattrick. Don’t see the advantage for other members.
*more stats in weekly lap times - dry/wet filter, top 100 shown [#62] > Could be added.
*live viewer (similar to iGP) [#86] > There are more urgent things.
*more different facilities [#109] > Will be looked into with the introduction of new features.
*list of recently fired staff and drivers [#113] > Good idea for the job market sorting filter.
*news: click on person -> person page should open [#118] > The news center will be massively updated in beta soon when the basic points system is done.
September 8, 2017 01:16 pm

Austria Lukas Fenninger Pitwall Administrator

771 races

31 championships

118 wins

360 podiums

Current team

Austria Fenninger Racing
Division 1

Thanks for your feedback, I will add your feedback to the first post later, so that it doesn't get overlooked.
September 8, 2017 03:25 pm

New Zealand Daan M

944 races

25 championships

100 wins

258 podiums

Current team

United Kingdom TNF1
Division 2.1

Thank you for the feedback Frank.

I do wonder if there should be a slight change to development for next years car in that the chassis currently has to be started first before all other items can begin.

The chassis is the slowest part to get research levels high, and also the slowest to design.

This means we can't really develop anything until this is started, which means it happens VERY late in the season. For big teams and big design numbers, not so many problems. For small teams? It could be a problem.

I've been researching my chassis for next year very early, a HUGE design team and still have a good 3-4 weeks until completion before I can start anything. I have other items done and dusted, researched but cannot start because there is not chassis. And now these items are subject to drop rates.

And because parts take so long to design as it is, it will be a frantic rush to get these done. There is a trick, to build an instant (crap) chassis and get the ball rolling on other parts. This is silly, and we could eliminate this pointless exercise and just allow all parts to be designed without the need for a base chassis to have begun.

This means small items can be done much sooner and allows a bit more flexibility in the season to stop and start. Right now, the chassis is a bit of a bottleneck.
September 8, 2017 05:28 pm

Deleted member

698 races

22 championships

107 wins

238 podiums

Current team

you know you can do research within a project Dan? I have some parts ready for s12 and my chassis is still in research.

The separated research has another meaning and I rarely use a research only project - it is not faster, it does not require less people, it is not cheaper - the only benefit stand alone research has is... unknown to me.

the main disadvantages you may experience is what you described and you can run only one research project for one part at a time - a limit you do not have when you do research within a design project. multiple project for the same season do not make any sense - not faster, not cheaper, not better - just more resources wasted - but current and future research of a chassis make sense (be aware that the estimation is broken anyways)
September 9, 2017 09:01 am

United Kingdom Adam Eggbeer

1098 races

45 championships

231 wins

548 podiums

Current team

United Kingdom Team Destroyers
Division 2.1

#156 by Phil J.R. E.
The separated research has another meaning and I rarely use a research only project - it is not faster, it does not require less people, it is not cheaper - the only benefit stand alone research has is... unknown to me.



Separate research is good for teams that haven't got the space to develop and research parts all the time. They can research parts for a while whilst waiting for potential values of parts and then switch to developing without having to create parts etc. You area big team in that regard so you don't have that issue. I on the other hand am a small team in that regard and need to swap around.
September 9, 2017 06:10 pm

New Zealand Daan M

944 races

25 championships

100 wins

258 podiums

Current team

United Kingdom TNF1
Division 2.1

I use stand alone research so I can stop start any time I want, as you say, if I'm waiting for a new part reveal I can throw more into another research area and then remove them later. It's the chassis bottleneck only that I don't get.

I could stop standalone research set the chassis to design AND research to set value now, true, maybe I overlooked that LMAO!
September 9, 2017 09:31 pm

New Zealand Daan M

944 races

25 championships

100 wins

258 podiums

Current team

United Kingdom TNF1
Division 2.1

But then you are tied into those staff until it's done. Like I said for small teams this is hard and is an unnecessary hurdle to climb.
September 9, 2017 09:32 pm

Austria Lukas Fenninger Pitwall Administrator

771 races

31 championships

118 wins

360 podiums

Current team

Austria Fenninger Racing
Division 1

#156 by Phil J.R. E.
The separated research has another meaning and I rarely use a research only project - it is not faster, it does not require less people, it is not cheaper - the only benefit stand alone research has is... unknown to me.


I am using standalone research as well. First, I dont have enough staff + project space to run this and next season simultaneously and second, I like to keep control myself. I already had it happening that one part finished research phase before hitting the set level. No idea what the issue was, but since then I didn't use it anymore.

September 10, 2017 12:13 pm

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