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@Meza994 wrote:Hey @BarryBL you obviously saw our complains over the stat boosts in the old forums and even though you guys maybe made it a bit less broken by allowing the stats to go over 100 but that remains to be seen.
But even then stat boosts are making career modes less realistic together with the engine supplier upgrades making the cars almost 1 second faster than GP mode.
I know where the idea of stat boosts comes from but artificially increasing the gap between top teams drivers and backmarker drivers is the wrong way.
The personell department doesnt need to be deleted, Pitstop training, Focus boosts and simulator work (to increase experience) are good things!
Would still be enough to justify the department and not break the game although im thinking the experience boost from simulator work could be permanent, just +1 every 8th week at level 3 (So Russel would get +~6 for each season at Merc which isnt unrealistic, give him 4 seasons at Merc IRL and he will be giving great feedback no matter the team. +1/12th week at level 2 and +1/17th week at level 1. Im calculating here with 52 weeks per season as even with less happening in the winterbreak etc. it would be better to have all weeks, game can be balanced around having no season breaks except for the summer break. And once we get pre season testing we need the winterbreak in the game anyway😉
Focus boosts just happening frequently, so the drivers focus get increased by 5/10/15 every 4th week so when you trash talk your drivers a lot (or force them to team orders😉) it might not suffice for low level focus boost departments and the drivers focus will go down with time.
Pit stop training probably fine as it is 🙂
Please listen to the community which was very vocal about the stat boosts issue and doesnt want to see super Sainz 🙂
Spot on with this. Its fine to have these departments which increase driver stats, the growth just needs to be slower and over a longer period of time. Like in football manager some players will reach a peak based on age. Younger players have potential to increase more over a longer period of time. Some players dont have the potential to increase very much.
just by upgrading a department & an immediate stat boost of +10 for example is just unrealistic.
@ajobling1983 Yeah didnt want to include the more useful stats but you arent wrong..
But for you and @v1ness_89 i wouldnt include the pace in this. In contrast to what many believe the pace of drivers doesnt change too much from when they are ~20. The big change is that they gain awareness, racecraft and have a shift from qualifying pace to race pace (most of the time). Examples being Vettel, Räikkönen and Hamilton. For all of them their ratio of race pace to qualifying pace shifted towards race pace with age.
Also i dont like the idea of Codemasters defining the potential of drivers looking at F2 drivers being rated on average at 72 pace and once they make the jump to F1 and perform like Leclerc did they are instantly up at 89.. Yes i know back then F2 and ratings werent in the game but you know what i mean.
Pace ratings for the best F2 drivers should always be around the mid 80s and balanced with low focus when they get into F1. Awareness and Racecraft however should be 75-80 for the best, leaving some room for development. Now we get the tricky part just let every drivers awareness and racecraft increase with no end? Have a single person define a drivers limit with already highly controversial ratings in the first place? Id say +1 pace each year till the driver is 30. I would make this unchangable by departmens, yes some drivers develop differently but around 30 is the peak at pace and then they should lose 1 pace every second year in game which will match the average real life driver development.
For racecraft id set a +20% limit so a driver which has 80 racecraft at the age of 20 can reach 100 racecraft till they are 30 or a bit earlier depending on the department level but then stay the same, we dont really see drivers lose racecraft due ot age.
For awareness its difficult. Some drivers keep becoming more aware, some dont (MSC, RÄI). Some start very low and get very good awareness and some start high and never improve. Id set 95 awareness as the maximum and improve a drivers awareness by 1/2/3 each season depending on your department for it. However random department events reducing the drivers awareness (personal crisis or whatever) and a lower focus stat should cause lower awareness to mimic IRL awareness development.
I like both your approaches and tried to implement them on how its logical regarding the specific skills, what you think?
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