Too much emphasis on fuel saving.

  • Thread starter Thread starter Tillbeast
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We should adjust the consumables in FIA races and fine tune their net effect so there isn't a dominant strategy that everyone deploys. When you have multiple viable strategies at your disposal, that's when you get great racing with lots of battles as well as interesting strategic moves.

  • Races should be long enough for drivers to contemplate a 2 or 3 pit strategy. Are you a driver that does well in conserving fuel/tires? Or do you prefer to push the limits? Or perhaps a hybrid approach based on how the race develops?
  • Multiple tire compounds should be introduced to further enhance pit strategies. At least RH/RM should be options. Just adding tire variations gives more depth to race strategies and will allow the drivers to run the type of race they prefer. But balancing the characteristic of each compound is needed as there will be no logic in selecting a softer/harder compound if there is no competitive reward.
  • Tire wear should be a bigger factor. There is some serious skill involved in keeping pace on half-worn tires and diving into the pits cause you're losing traction with 70% remaining isn't actually promoting advanced skills. I'd like to see GTS reward the multi-dimensional skill that it takes to make critical adjustment during degradation. Reward the smoothest/quickest drivers that are comfortable approaching or under the 50% wear mark.
  • Damage should start to be a factor. Not the current light or full setting, but something in the middle where major damage has to be repaired in the pits while minor ones heal.
 
2018 Off-Season FIA races will bring changes. Increased tire wear, heavy damage, Racing Medium compound...

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The GR4 one above though I’m pretty sure is what everyone is asking for.

You won’t have to worry about fuel at x4, I think it’s basically just a tyre wear race. It’s a choice between one stop on mediums or no stop on hards assuming we have the choice?
 
The heavy damage will be very frustrating to some, while the clean SR S drivers may finally get relief from all the incompetence. I wonder if the weekly races will also adopt new specs? Perhaps PD has finally had enough with those that lack racecraft...

Will these changes promote cleaner races? Next week is going to be interesting.
 
The heavy damage will be very frustrating to some, while the clean SR S drivers may finally get relief from all the incompetence. I wonder if the weekly races will also adopt new specs? Perhaps PD has finally had enough with those that lack racecraft...

Will these changes promote cleaner races? Next week is going to be interesting.

Whilst I agree with this and hope it’s the case, the problem with heavy damage is if you get rammed or pushed of you receive the damage as well!

If you get rammed into a wall at T1 and get engine damage that’s your race over!

It’s going to be completely different with no fuel to worry about. The attitude will change, where as before you could be confident in sitting behind someone saving fuel. Now you potentially have some on hards in front and mediums behind on different strategies I can’t help but think the racing will more aggressive.
 
Well, sure if you get hit you'll get damage, but the guy who hits you will get some as well and that will msot probably ruin his race to. So that's an incentive against stupid divebombs or stupid moves. I expect a global mess in the first races, especially as some will probably not notice heavy damage before getting some, but after a few rounds, I think people will start to behave differently.

The new fuel rates are a good thing imo, it will balance cars more. The tyre wear rate will be bad for MR and nose heavy cars though.
 
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Well, sure if you get it you'll get damage, but the guy who hits you will get some as well and that will msot probably ruin his race to. So that's an incentive against stupid divebombs or stupid moves. I expect a global mess in the first races, especially as some will probably not notice heavy damage before getting some, but after a few rounds, I think people will start to behave differently.

The new fuel rates are a good thing imo, it will balance cars more. The tyre wear rate will be bad for MR and nose heavy cars though.

I do agree with this but if you get clipped on the rear and spun into a wall you get a reward of 10mph trip round the track whilst they cruise of with minimal aero damage.

It will balance it from a fuel point of view but there will be cars that will probably be op from really good tyre wear.

Don’t get me wrong I’m all for them trying new ideas only time will tell if they work.
 
Well, sure if you get it you'll get damage, but the guy who hits you will get some as well and that will msot probably ruin his race to. So that's an incentive against stupid divebombs or stupid moves. I expect a global mess in the first races, especially as some will probably not notice heavy damage before getting some, but after a few rounds, I think people will start to behave differently.

The new fuel rates are a good thing imo, it will balance cars more. The tyre wear rate will be bad for MR and nose heavy cars though.

In the beginning there will definitely be some idiots but over time I think the heavy damage will pay off.
 
The tyre wear rate will be bad for MR and nose heavy cars though.
Depends on driving style/aggression/adaptation.
Maybe, just maybe it'll reward smooth drivers with a propensity to conserve their equipment vs all those who pound the pee out of them.
Patch 1.25 was a step in the right direction actually penalizing pace for those crutch-ing on over-driving/under-steering their merry way about the races... front end pushing, no worry, just add more lock, it'll be fine...
Maybe now not only will we see race pace directly effected but also tire sustainability.
I've had a real problem with people exploiting the allowable slip angles in the game with minimal associated pace/tire degradation... vs anything close to reality...
Fingers crossed.
 
Races need to be longer, cars need to have real amount of fuel and as close as possible real MPG... Simple... As it is now, they BoP cars, and then they change fuel approx to the BoP so every car is same, not considering true shift points of the cars and many many other things...
 
I expect a global mess in the first races, especially as some will probably not notice heavy damage before getting some, but after a few rounds, I think people will start to behave differently.

I'm optimistic drivers will appreciate the heavy damage over time, but first week or so will likely be carnage...Let's hope PD is also tuning the penalty/damage/fault detection aspects to minimize unfair punishment. Don't have any concrete ideas yet, but I'm sure we will provide our feedback once there is some data.

Maybe, just maybe it'll reward smooth drivers with a propensity to conserve their equipment vs all those who pound the pee out of them.

I've had a real problem with people exploiting the allowable slip angles in the game with minimal associated pace/tire degradation... vs anything close to reality...
Fingers crossed.

Yes this makes sense, as the last tire model patch was a clear signal.
 
The tyre race will be better than the fuel race. However, picking a light car over a heavy car, might make this a lopsided race again.

At least it's not Dragon Trail Seaside with that Heavy Damage. This will definitely weed out the bad drivers.*






*or they smash people and quit
 
Well, sure if you get hit you'll get damage, but the guy who hits you will get some as well and that will msot probably ruin his race to. So that's an incentive against stupid divebombs or stupid moves. I expect a global mess in the first races, especially as some will probably not notice heavy damage before getting some, but after a few rounds, I think people will start to behave differently.

The new fuel rates are a good thing imo, it will balance cars more. The tyre wear rate will be bad for MR and nose heavy cars though.

Would be nice if the game recognizes how many times you have caused damage. If it happens too much under a short time span, the next time you will participate a daily race, you will be relegated to the back of the grid no matter what Quali time you have already set.
 
It is particularly annoying to fuel save basically every lap; without losing a huge amount of time on your rivals. Then again I suppose it adds another element, but it does make the racing more stressful.
 
Tyre replacement and fuel fill should be divided by the degradation and consumption multipliers.

8 x tyre wear = 1/8 tyre replacement

5 x fuel = 1/5 fill time

The ability to save a pit stop would still be huge but the T24 having to short shift through every race to avoid losing in the pits would no longer be a thing.
 
Tyres aren't extremely long to change, actually it's already fast enough to make changing them interesting even in the short races we have. If you want to allow more strategies, only having two mechanics chaging tyres at the same time, and allowing to change only 2 tyres instead of 4 would be interesting. That would also balance the disadvantages some cars have, like FWDs.
 
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