@ScarDuck14 you may want a cuppa while you’re reading…
Been ITCHING for a thread like this - had some thoughts bubbling away in the background just waiting to be fully formed 😎
Some things I would LOVE to see in MyTeam (appreciate these are not easy, but hey you asked and it’s a wish-list after all);
- With the cost cap IRL, get rid of resource points. Everything should cost money - 2nd driver training, part development etc
- Developing parts should cost money, and all parts should be available at the start (money, chance and time being the only barrier - will explain later). You can go straight for major upgrades if you want and have the dough. Will obviously need to be balanced correctly with sponsor bonuses and weekly incomes etc. so you can’t develop a bunch of major upgrades too early on if you’re newcomer team for example
- Instead of resource points in practice, they could have small sponsor cash “bonuses” for passing practice programs. Main sponsors should only set “season-level” goals, possibly having mid-season and season-end goals, giving a cash reward, if met, on top of weekly cash in contract.
- Weekly cash stays the same throughout the season and does not increase with team acclaim. More profitable Main and Additional sponsors are unlocked with higher acclaim.
- Acclaim dictates sponsors available; higher team acclaim gives access to better paying sponsors. Driver acclaim counts towards team acclaim.
- Parts continue to be classed as major or minor. Will let the bods at CM/EA work out how much minor vs major parts will improve the car, but a rough 1:2 ratio respectively seems about right
- Departments should have ranks/ be graded, with associated stats, in a few areas; “Part Development Effectiveness”, “Part Development Costs”, and “Part Development Time”.
- All of these areas and associated ranks/grades have respective “chance windows”, and all part developments completed fall randomly into these windows, associated with the ranks outlined below.
- When developing a part, it cannot “fail” anymore. Instead, when a part development is started, values for the part’s 3 areas (Effectiveness, Cost and Time) are randomly set within the “chance window” based on that department’s rank in those areas, including negative values. This could happen in 0.5 or whole increments as appropriate depending on the window type (can’t have 0.5 days for example).
- You don’t know what values the part gets until it’s completed and used in a live (or simulated session). If the part is not good you have to wait until the next session to roll-back.
- The part scoring works like so; say if the part is a minor front wing development (front downforce), when selecting it for development, it would state the development effectiveness “chance window” based on your department’s “part effectiveness” rank (i.e. rank 5, -5% to +5%), cost is 100,000 and time is 28 days. It could also display the best and worse-case scenarios for the part in the 3 areas- so you can see if you want to take the gamble. Say your department is rank 5 for all 3 areas, then best (+5% effectiveness, 90,000 and 21 days) and worst (-5% effectiveness, 110,000 cost and 35 days) could be displayed. In the end the part could turn out to be -1% effective in front downforce, cost could be 5% cheaper (95,000), and be completed 5 days late at 26 days. You could get it being +4% effective, 110,000 cost (+10%) and 3 days early. Remember 0 is also a possibility. So you could get a part that adds or takes away nothing.
- If you want to re-develop a part because it wasn’t as effective as you’d hoped, you can, but you take the same risks. Maybe all the windows gets shifted by 1%/ 1 day toward positive for every re-run of that part, up to a limit of rank 1 parameters, then it’s just luck, money and time - using the example part above, if you want to risk spending 500k+, and 100+ days to give yourself the best chance of getting that part done (and without developing your department stats), go ahead lol
- Sum of all parts are obviously added up for total car stats.
- Onto the department area ranks: Developing a department area increases the department “rank” for that area, and the development windows are shifted positively, but doesn’t eliminate the negative possibility completely - something like:
| Increment chance | Rank 5 | Rank 4 | Rank 3 | Rank 2 | Rank 1 |
Part Eff Minor | 0.5 | -5% to +5% | -4% to +6% | -3% to +7% | -2% to +8% | -1% to +9% |
Part Eff Major | 1 | -10% to +10% | -8% to +12% | -6% to +14% | -4% to +16% | -2% to +18% |
Part Cost | 1 | +10% to -10% | +8% to -12% | +6% to -14% | +4% to -16% | +2% to -18% |
Part Time | 1 | +7 days to -7 days | +6 days to -8 days | +5 days to -9 days | +4 days to -10 days | +3 day to -11 days |
- Obviously, AI teams work on the same parameters when they’re developing parts. Better teams can start with higher department area ranks. If you’re a newcomer you start rank 5 for everything.
- Rule changes will need to mix it up more for AI teams, with departments getting different rankings i.e. lower teams may be higher rank in a department area than a higher team etc. it should be entirely possible in the midfield that a specific department in one team has better departments than others and vice versa
- Your team’s running cost against the cost cap should always be displayed.
- Don’t know the full cost cap rules i.e. if department upgrades are included, but warnings should be given when you’re about to cross 50%, 75%, 90%, 95% and 100% of cost cap with a development or spend.
- Naturally the above somewhat paves the way for paid parts/ loot boxes in the store - might be dodgy territory for some, but tbh, I’m ok with that for offline modes only, given the chance is there to develop decent parts using non-paid methods. Multiplayer should always be equal cars, or if “multiplayer season” (can see this happening in the future) no bought parts can be applied, unless all those participating agree before starting that season.
- For personal use you could choose to have all/ some of your paid parts applied for any new/existing saves in Career/ MyTeam - what you do behind closed doors is your business so to speak lol.
That would be a great starting point and give MyTeam/ Career some more longevity in the shorter term - really mixing it up. But for the longer term;
- Would also be good if parts are linked - think of a spider web type thing - and using your development effectiveness window as a base; if the part you are developing, has a “related” part or parts connected to it already developed, this shifts the effectiveness and cost windows positive by a small amount, perhaps in 0.5% increments. Each part can have no more than 5 related parts in the spider web - total 2.5% increase to the top of the effectiveness and cost window values set, widening those windows. The parts in the web should have varying numbers of related parts. The negative limit of effectiveness and cost window values remains unchanged. Time window remains unchanged.
Taking it even further parts could have more than one “natural” factor - currently parts only have 1? e.g. front wing is obv front downforce, but something like durability could be added to all parts. Then each part developed gets a chance at improving both part efficiency and durability, both having separate windows. You could then have an improved efficiency part, but with poor durability so it keeps failing in races or something. Or maybe parts towards the front can add “bonuses” to parts downstream - front wing parts could have a +/- effect on underfloor or side pods. Point is your part in isolation could work well but then it has a knock on impact to consider also
- Taking MyTeam/career further - developing teams and recruiting staff. These should have impacts on the department area windows. Each department can have, say, a maximum of 2 main team members. Each main team member is between -5 to +5 for part effectiveness and cost. For each point in the team member has in these areas, it equates to 0.5 on part department effectiveness and cost, and impacts the window. Time window remains unchanged. If your members overall have positive the upper end of the window increases widening you that window. If your team members have negative overall, lower end of window is decreased:
| Department rank | Window based on rank | Team member 1 | Team member 2 | Adjustment to window | Revised window |
Part Eff Minor | 5 | -5% to +5% | 5 | -2 | Total = +3, x0.5 = +1.5 | -5% to +6.5% (top increased) |
Part Eff Major | 5 | -10% to +10% | 5 | -2 | Total = +3, x0.5 = +1.5 | -10% to +11.5% (top increased) |
Part Cost | 3 | +6% to -14% | -3 | 0 | Total = -3, x0.5 = -1.5 | +7.5% to -14% (Bottom decreased) |
Part Time | 4 | +7 days to -7 days | Unchanged | Unchanged | Unchanged | Unchanged |
- Staff salaries eating into the cost cap, and negotiation would be awesome. When hiring a team member the total future cost toward that period of the cost cap should be displayed. Have to renegotiate with everyone at the start of the season.
- The better your department rank, gives you a bigger hiring pool and better candidates to approach
- Actual running cost against cost cap should be displayed at all times. Then total cost (including future costs) of the current cost cap window should also be displayed.
- If either actual or total (including future) costs go above 50%, 75%, 90%, 95%, 100% of cost cap you should get notified. Like when negotiating a team member contract or developing a part.
Thoughts? 🖖🏽
P.S. if you made it to the end - thank you
P.P.S. Just a caveat: although I’ve tried to be as specific as I can with the working and numbers etc, this is me putting it together on the fly. The main thing is the gist. I’m sure the framework can work - it’s just a case of adjusting numbers to strike the right balance.