- 6,764
- Ontario
- SvennoJ
- SvenZ
I'll post my ideas here as well (following the discussion on reddit)
PD needs to stop focusing on getting the penalties right in a way that it always hands out a penalty when something bad happens. Instead only hand out penalties when it is certain who to blame (entering a corner way too fast for example, or braking on a straight with clear road ahead) and simply deduct SR from both drivers for everything else.
The focus should be on sorting the drivers better, improving the SR rating and meaning of it.
First get rid of any DR distinctions and DR resets, DR should be totally independent of SR. A+/E drivers why not, matching starts on SR anyway.
If mixing different SR classes in the race, notify the lower SR classes that they will be racing with the rules of the highest SR in the room.
The game should deduct SR for going wide, cutting the track, crossing the pit exit line, touching walls and spinning out. You get about 0.5 SR per clean sector, it should deduct at least 1 SR per unsafe driving incident. Plus if the game deems you so unsafe you need to be ghosted, deduct 3 SR instead of giving you a free pass.
It was too easy to farm SR back by simply driving behind everyone or get an easier race in lower SR and drive pole to flag by yourself up front. Perhaps simply limit what you can cash in by driving clean sectors instead of using that as a buffer to be dirty. In max SR you still get up to 20 SR for clean sectors in a daily C race which you can 'spend' on dirty manoevers.
Make it so you can earn a max of 4 SR for clean sectors plus a max of 3 SR for contact free position changes (+1 per position change) (Pulling over at the start and letting everyone pass will be the next way to farm SR otherwise) So a max of 7 SR can be gained per race, any race.
Deduct 1 SR per unsafe driving incident (out of track limits, touch wall, spin out, cross pit exit line) 3 SR for needing to be ghosted on your own account and 3 SR per contact with other cars when no penalty is assigned (regardless whose fault it is), and keep the 10 SR deduction for getting assigned a time penalty for contact but only hand out penalties that are certain. (Contact after entering a corner way too fast for example)
This way SR will be more reflective of safe contact free driving and make it harder to get back up. With the 2.5x multiplier to SR in SR.E you could launch yourself straight back to SR.B in a single race. Instead of increasing SR gains in lower SR, turn off certain infractions:
SR.E Only SR deductions for time penalties, -2 per penalty
SR.D -1 SR per car contact, -4 per penalty
SR.C -1 SR per car contact, -6 per penalty
SR.B -2 SR per car contact, adds -1 SR for hitting walls and cutting corners, -1 SR for needing to be ghosted in SR.B, -8 SR per penalty
SR.A adds -1 SR for all unsafe driving conditions, -2 SR for needing to be ghosted in SR.A, -10 SR per penalty
SR.S adds -3 SR per car contact, -3 SR for needing to be ghosted in SR.S
Scale the penalties instead of SR gains.
This should sort the drivers a lot better than using -10 SR per often wrongly assigned time penalty, while handing out 20 SR per race C.
PD needs to stop focusing on getting the penalties right in a way that it always hands out a penalty when something bad happens. Instead only hand out penalties when it is certain who to blame (entering a corner way too fast for example, or braking on a straight with clear road ahead) and simply deduct SR from both drivers for everything else.
The focus should be on sorting the drivers better, improving the SR rating and meaning of it.
First get rid of any DR distinctions and DR resets, DR should be totally independent of SR. A+/E drivers why not, matching starts on SR anyway.
If mixing different SR classes in the race, notify the lower SR classes that they will be racing with the rules of the highest SR in the room.
The game should deduct SR for going wide, cutting the track, crossing the pit exit line, touching walls and spinning out. You get about 0.5 SR per clean sector, it should deduct at least 1 SR per unsafe driving incident. Plus if the game deems you so unsafe you need to be ghosted, deduct 3 SR instead of giving you a free pass.
It was too easy to farm SR back by simply driving behind everyone or get an easier race in lower SR and drive pole to flag by yourself up front. Perhaps simply limit what you can cash in by driving clean sectors instead of using that as a buffer to be dirty. In max SR you still get up to 20 SR for clean sectors in a daily C race which you can 'spend' on dirty manoevers.
Make it so you can earn a max of 4 SR for clean sectors plus a max of 3 SR for contact free position changes (+1 per position change) (Pulling over at the start and letting everyone pass will be the next way to farm SR otherwise) So a max of 7 SR can be gained per race, any race.
Deduct 1 SR per unsafe driving incident (out of track limits, touch wall, spin out, cross pit exit line) 3 SR for needing to be ghosted on your own account and 3 SR per contact with other cars when no penalty is assigned (regardless whose fault it is), and keep the 10 SR deduction for getting assigned a time penalty for contact but only hand out penalties that are certain. (Contact after entering a corner way too fast for example)
This way SR will be more reflective of safe contact free driving and make it harder to get back up. With the 2.5x multiplier to SR in SR.E you could launch yourself straight back to SR.B in a single race. Instead of increasing SR gains in lower SR, turn off certain infractions:
SR.E Only SR deductions for time penalties, -2 per penalty
SR.D -1 SR per car contact, -4 per penalty
SR.C -1 SR per car contact, -6 per penalty
SR.B -2 SR per car contact, adds -1 SR for hitting walls and cutting corners, -1 SR for needing to be ghosted in SR.B, -8 SR per penalty
SR.A adds -1 SR for all unsafe driving conditions, -2 SR for needing to be ghosted in SR.A, -10 SR per penalty
SR.S adds -3 SR per car contact, -3 SR for needing to be ghosted in SR.S
Scale the penalties instead of SR gains.
This should sort the drivers a lot better than using -10 SR per often wrongly assigned time penalty, while handing out 20 SR per race C.