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Scouting changes

One area that I felt that was quite hard to get an overview of was the scouting area. It was very difficult to get to know which persons were actually worth looking after, and going for. Because of this I've added a very handy panel to the scouting page, called Knowledge.

This panel that allows to filter by job type shows all the information your scout gathered from every person in the game in a nice overview. It lists the contract length of the person, their job type, how good the knowledge of the scout of that person is, how many reports so far, what the average rating is, and all the characteristics of the person (based on their job type). With this panel, it should become much clearer which persons are actually worth going for.
Because this panel almost makes the Scout reports panel obsolete, I've limited the results of this panel to 20 results so that this reports panel is now only showing the most recent reports.

I did a lookup on all the reports that were done, and I noticed that a huge majority of the reports are driver reports. This makes sense with the driver roaming. To improve this I've introduced staff roaming as well. If there are no staff to scout, then a random staff member will be scouted. This staff member needs to be part of a team (so no scouting of free staff), and they also need to be in a role (so head designer, or head commercial for example).
Furthermore I've made some improvements to the mechanism that scouts staff, so that there should be more staff scout reports (non-roamed). Also to improve the actual report on the staff members who are non-roamed (so a requested scout report by the manager), it's now only possible for the scout to file a report on staff who are in an active role at a team.

These changes should make it more easy to get to know which persons you should go for in the game. More cool changes coming up!

May 20, 2015 02:01 pm