how does the racing part work - ie, how is track position at all decided? do players use miniatures and a visual display of the track? how does one work out how fast their car can go - or is it just with each time the die rolls are made that represents a lap? -if so how does overtaking get represented?
agathosdaimon
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are you sure you cant use official tracks? and not just give them different names? I see games on Steam where there are official tracks in non-F1 licensed titles. You could just make like one or two variations on the track and that would be enough i think.
I understand changing driver names - but you have just use three letter abreviations so surely just say taking the drivers of the 91 would be okay ? - or make variations like the F1 Circus games used to do - N Madsel, A Senta, R Petrazi, A Plost, G Mortabella, J Elasi, M Schoolmacher, etc
i love the additional A1-Ring track, however the i think the pit lane entry needs to be redesigned as it seems to actually be impossible to pit if one selects the car with the wide turning angle in the options - one would need to drive off the track before the corner to begin the full turning circle that is needed other you miss the entry and cant reverse
also it appear that one can just start driving before the lights out and there is no penalty at all.
I like seeing the AI cars pit thats great and but i think they also need to show some attempt to not just drive straight over the top of your car
- currently there is no consequences for chassis damage is there? - i seem to drive fine with no bars left
i have some more questions about the gameplay - i was hoping you would be able to reply to some of my other questions by now. I have been doing alot around making a version of Monaco that is workable, although the cards i got from gaemcrafter are incomplete, i also bought the pdf download and so have gotten more cards printed.
I am finding though some curve directions are missing from the sets, so in order to make chicanes and other curves of monaco i have to break the rules about card placment and make cards position perpendicular to each other in places.
I have tried to simplify the track enough that it still resembles monaco and is done in just 34 cards, but the amount of tire wear with all the corners is somewhat extreme. I think the charts in the manual are too harsh and also the need to roll dice for ever corner card one goes through means most of the cars blow their tires just on the qualifying lap, which seems unrealistic. I think there should be separate chart created for qualifying one that doesnt have so crashes and car issues in it, and with more features of + and - movement reflective of whether they make the corner in perfect fashion or not.
Also, if a car lands on a boost and then they land on another boost in that turn, do they also get this boost too?
and do some track movement boxes span two cards? i cant tell sometims if a movement box at a card edge is continuing onto another card or if each cards boxes are complete in themselves
and last what i really really want to know is: what is the function of experience? The drivers gain it but there is no explanation in the rules for what it is used for. Does it have any special effect? I managed to get 4 xp points for a driver in a qualifying session but its not stated in the rules if this means anything .
hi i got the game and also the physicla version from gamecrafter - the cars however dont look like the cards in the image - i dont have any straight cards which have exclamation marks all over them like in the pictures.
Also some rules aspects are not clear -
1. when going around a curve do i roll a die for the tires before it? also if i pass over the box with an ! symbol, but dont stop on it, does that mean i dont need to worry about it?
2. it seems easy to just never have to land on the ! symbols when going around most corners
3. on the cards am i to assume that some of the boxes can go across two cards?
4. In determining who goes first the rules say its whoever is closest to the inside curve - but what if the players are at two different curves - who goes first?
5. do you have to move the full 3 (or 4) spaces each move or could you choose to just move one square only?
Some of the english translation in the rules needs improving - the word "clue" seems to be used as the translation of "piste" but the correct word should be "track". A clue means something completely different to racing track
Its just one track so far but already it is taking such excellent shape - the AI drivers dont appear yet to have any concern for their own cars as they dont slow down at all to avoid crashing into you - will this change?
you should definitely look at getting this onto Steam and GOG when you have all the tracks done - cant wait to see iterations of Monaco and A1 Ring!
the options are good - i like doing the pitstop and seeing the pitcrew there - nice little details, of ocourse boxing is very fast nowadays in F1, - if in autopilot do you mean that the game will move the car into the pits and to the right spot or it will just drive through pits and replenish automatically ?
Hi, each time i try a race and go to the pits - when i get to my spot, the car just angles in and gets stuck - and all i can seem to do is wiggle it slightly and if i it going backwards long enough then i get free , but by then the race is lost entirely - what am i doing wrong? do i need to hit some specific button? or is the pit crew aspect not fully created yet?
i must ask though , is it actually possible to win the races in this title? the car always seems to go somewhat slower than an actual f1 car and not even while on softs can one get to the front in time before a pit stop is need. I notice too when starting, the ai drivers all seem to take at much faster pace than my car, - is there a specific trick that allows me to accelerate as fast as teh AI drivers? or do i just have to start exactly on the instant the lights go green
Also the Ferrari cars always seem to crash out somewhere in almost every race, did you make this a feature of the game?