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Meza994's avatar
Meza994
Seasoned Ace
2 years ago

How to revamp career modes properly

Contracts:

  • More importance to results matching your teams expected results to gain acclaim
  • The better the team in the WCC standings the more acclaim you need for better contracts with them
  • Potential contracts:
    • Level 1 -> no choice for your teammate, no decisions in R&D (AI will make decisions), low acclaim gain, very high targets/expectations
    • Level 2 -> no choice for your teammate, decisions in R&D, low acclaim gain, high targets/expectations
    • Level 3 -> choice of teammate, decisions in R&D, moderate acclaim gain
    • Level 4 -> choice of teammate, decisions in R&D, team orders, moderate acclaim gain
    • Level 5 -> choice of teammate, decisions in R&D, team orders, teammate does a few practice programs for you, high acclaim gain
  • Different teams can approach you with a better contract than what you currently have for example after good results in the first season with the worst contract the can approach you as a first driver who can dictate development even though not being in a faster team per se
  • AI driver contracts in MyTeam would be like:
    • Level 1 -> Will accept any team orders, cheapest costs (~5m), will do practice programs for you
    • Level 2 -> Will accept any team orders, cheap costs (~10m), will do 1practice program for you per weekend
    • Level 3 -> Will accept some team orders, average costs (~15m)
    • Level 4 -> High costs (~20m)
    • Level 5 -> Most expensive costs (~25m), might demand certain car upgrades and will lose focus (~10-15) if not done
  • Team Acclaim shouldn’t be a thing  anymore (for contracts), just the finish in the last WCC as we saw with Brawn 2009 winner and where able to hire Michael Schumacher for the following season (yes it became Mercedes still though the finishing position matters most)
  • Add an option for realistic contract offers after F2, offering you drives at teams depending on how you perform in F2 like:
    • P16-P20 -> Do another season of F2
    • P10-P15 -> Lvl 1 acclaim
    • P5-P9 -> Lvl 2 acclaim
    • P2-P4 -> Lvl 3 acclaim
    • P1 -> Lvl 4 acclaim
    • When a player has not enabled the realistic contracts option for F2 then they start with an opportunity at all teams to become 2nd driver with a Lvl 2 contract
  • The more headroom there is to the limit of a contract being negotiable the higher the chance that the driver/team will accept the requested contract, so when you are Lvl 12 acclaim as a driver and request a Lvl 3 contract at WCC #1 chances will be worse than if you are Lvl 16 acclaim. When you only just meet the minimum requirement chances that the team accepts are at 30% and increase by 15% for each acclaim Lvl you are above the minimum requirement
  • For AI driver contracts it’s the lower the offered contract in relation to the drivers acclaim the lower the chances that the driver accepts, so when you offer a Lvl 17 acclaim driver a Lvl 12 acclaim contract it will only be a 15% chance that he accepts. With each Lvl closer to the drivers acclaim it increase by 15% so offering a Lvl 19 acclaim contract will always be accepted by a Lvl 17 driver
  • AI drivers can only accept contracts that are worth 5 acclaim levels below their own or higher so a Lvl 20 acclaim driver (like Hamilton should be) can only ever accept Lvl 4 contracts from the WCC 1st or 2nd or Lvl 5 contracts from WCC 6th through 1st
  • When a player has not enabled the realistic contracts option for F2 then they start with an opportunity at all teams to become 2nd driver with a worse contract but not the worst contract! (A Lvl 2 contract)

 

Formula 2:

  • Realistic AI behavior in qualifying – two slow warmup laps, one fast lap, one cooldown lap, one fast lap and the same on the second set of options in the second half, requires higher fuel loads – 5-6 instead of 3 laps – and the AI to go out in one big group (~3s gaps) so they don’t impede each other!
  • Free choice of fuel loads and tyres in practice, qualifying and the races
    • Qualifying should always be 100% race length wear for anything that’s not OSQ
  • Race strategy variety 50/50 for the back 12 whether to start on option or prime, 20% higher chance for the top ten to start on options
  • Slightly bigger grip gap between tyres, supposedly its around 1s for F2 tyres per compound
  • Proper ratings (worst case based on the real life results and not based on what actually happened) for realistic results and not just paid ratings like Amaury Cordeel who gets the best pace rating whilst getting 17th in the championship without bad luck or anything
  • Similar dirty air behavior as in F1 but theres less downforce that would be reduced to begin with
  • Implement free pracitce tests for the player (and AI) when he performs well (inside top 5) to fulfill certain programs to gain more acclaim which helps to get (better) contracts after the season
  • Even when driving in F1 these tests should happen from time to time with F2 drivers appearing in practice sessions (best to use drivers and teams associated with one another)

MyTeam:

  • Introduction of the cost cap, limiting how much money a team can spend! – Mainly a MyTeam feature – 135m
    • Just going by an article from Forbes from 2018 about Toro Rosso finances and some other research:
      • Logistics for all races (no matter the season length) 10m
      • All materials (clothing, cars etc.) 60m
      • Personnel up to (depending on how much you put into the facilities) 50m
        • Each facility and specification having costs per month to be set, total costs per specification (by F1 23 standards) being ~2.75/1.0m per season. Performance facilities need to be more expensive than “Personnel” and “Marketing”!
      • The remaining 15m can be spend on upgrading facilities (or more if less is spend on the personnel) and on upgrading the car with e.g. 250k for a front wing upgrade
    • Once the budget cap is reached facilities and all R&D will be shut down for the rest of the season, nothing can be done but do the race weekends but there will also be no R&D points available as punishment for going over the cap.
      • However there should be sufficient warnings and tutorials about managing the budget cap
      • There should be a small graphic next to the cash amount showing how much money the player may yet spend that season
    • For this the payout at the end of the season for the WCC and the sponsor payouts need to be reworked a bit to fit the requirements (#1 in WCC with best sponsors should be about 175m maximum per season)
  • Upgrading Facilities should take up to a whole season as it was multiple years for Aston Martin to upgrade their facilities!
  • More management of staff in MyTeam, the player is team principal so there should be more emphasis on building a strong team with good team members, process management etc.
    • For example with the cost cap not all facilities can be run at maximum level, the player has to choose where to put more money into, pitstops, aero development, durability etc. and all the specifications (Quality Control etc.) all set for certain periods like a month so you can’t just change it every day as the resources IRL also take time and can’t be redistributed every hour
      • This could be achieved by adding another layer to the facilities defining at what level they work for each specification by itself and the facility upgrades allow for higher levels, so at level 1 facilities you can only have each specification work at level 1 or level 0
      • For example each level for the performance facility specifications would be ~57.5k per month, personnel specifications ~21k per month.
        • So Aerodynamics “Build Time” level 2 would be 172.5k costs each month
      • You would only upgrade the base facilities not every specification by itself
    • New durability area for internal car errors causing mechanical failures
      • Low durability after winter break with the “new car”
      • Extremely low durability after a regulation change
      • Has to be upgraded/researched to reduce the risk of failures to a minimum over winter break and pre season testing, otherwise risk DNFs till you invested into it
    • More options for decreasing resource point generation/acclaim/money in career modes so players can slow it down to almost no development or speed it up a lot if they wish to
      • So instead of reducing Level 1 resource point generation from 75 to 60 the lowest rate would give 15, Level 2 gains 25, Level 3 gains 35, this way upgrades would even with 4 level 3 facilities take long (practice program gains need to be reduced equally of course)
    • New mini practice programs for practice starts and pit stops – the latter allowing for change of tyre or front wing angle!
    • Young driver program for MyTeam, choose a F2 driver you want to support and within 1 season they will have exceptional increase of skill (reach their potential a lot faster than usually yet not fully)

More following in a second post because i fear it will be detected as spam again if i make it too long😂

Below an example for a "fair" contract system showing what driver acclaim would be required to get a specific contract level with a team e.g. the winner of the last season

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