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- Ontario
- SvennoJ
- SvenZ
Point was that, leaving aside the penalties, the SR 99 problem seems to be getting worse not better since 1.13 !!
Couple of weeks ago I posted this with some comments on distribution:
Now there are even more with >90 SR:
View attachment 721657
With the tool that is supposed to filter us before the race into races of similar cleanliness not working well at high levels, penalties are leant on to try and remedy things during the race, which clearly isn't even close to ideal.
And now there's a bug with 1.14 where a few people appear to have >99 SR
So - for SR S - clearly one size fits all wasn't working pre-1.13, and basing -SR (and penalties) on DR hasn't helped since. But for the rest it did seem to work pretty well. The only tweak needed is to reduce the amount of +SR available at high SR levels, in a smooth way, just to spread out that SR >90 group (which anecdotaly are mostly SR 99) .
The problem is the daily C. Daily A and B are usually fine with max 5 SR points to gain during a race, easily lost with 1 contact at SR.S. Daily C can net you 21 points at SR.S. It can net you over 100 points at SR.E. The point boost at lower levels and total points are too high. If the daily C was capped at +5 as well and a smaller point boost it would look a lot different. You can afford 5 or 6 hits in a daily C and still come out with a blue rating.Also driving a clean sector while driving without any other cars around should not give you any points.
I would say for any race:
0 contacts, max 5 SR gain for staying on the road
1 contact, max 1 SR gain for staying on the road (that's what it currently is at SR.S for most A and B races)
2 contacts, max -3 SR etc.
Regardless of the length of the race. The only thing a longer race can improve is to get back to that limit set by nr of contacts, reduced by 4 for each contact.
Then you can make the gains bigger and reductions smaller at lower SR levels. Below the midpoint between A and S (78 I think)
0 contacts, max 6 SR gain
1 contact, max 3 SR gain
2 contacts, max 0 SR gain
And so forth, making it easier to stay a certain level, but much harder to climb further up.