Board Thread:Game Discussion/@comment-31526827-20190514081652/@comment-34676248-20190520052205

Amrosa wrote: This is a rolling start Elimination. There is no need to mess around with the cars performance characteristics, as you would have to test ever single upgrade combination to see if you have problems, or if there isn't a preferred (low cost) upgrade strategy that wrecks your revenue target.

The easiest way to make 7.2 difficult, as it is a rolling start elimination is first to set it to no off track, so the player cannot cut corners to jump the bots, and second is to set the player's car at PR91.6 then run the simulation there.

Where ever the simulation shows the car after 140 seconds is your baseline to where you set the first place car to be at 140 seconds. Then you simply test that.

As human players can generally set better times than the simulations, then with that first place position, it gives those better players an opportunity to win at recommended PR.

If it is found to be easier in testing than they want, all they have to do is move the first place cars position 50 to 100m ahead of the baseline. Still to easy? Move it again or adjust the position that lower place bots are encountered.

This is all a lot less work than messing with the numbers of the players car itself.

If you stop and think through all of your conspiracies, they require vastly more work to get right and not screw up (from their perspective, meaning generating the desired amount of upgrades) than the simpler explanations, like placing the position of the first place car a little beyond what is possible in 140s at lower PRs, unless you are superhuman and a bit lucky.

First idea why would they nerf car performance is that they can't make large discrepancy between rec PR and under rec PR with just regular bot management/placement + no off track... Race would be too hard then. And since 7.2 didn't have time/speed goal to be lowered after upgrade, they needed other changeable variable-car performance.

Just an idea..