This is another area where players will have to choose carefully, if you don’t have the means to consistently meet these objectives you might get more money overall simply taking a higher initial sum with lower bonus rewards.ĭuring qualifying choosing when to send your cars out is just as important as having the correct configuration. Sponsors provide a base sum along with performance based bonus incentive, the more difficult the task the greater the reward. Fans provide passive funding through merchandise sales and can be kept happy through simple interactions. Last but not least are the fans and sponsors who continue to support the team and provide funding that keeps the team running. Small decisions can snowball over time making the team a very unattractive destination even if results are being produced. These things happen when there are problems with the team perhaps performance is poor, morale is poor, or the management has a habit of mistreating sponsors or fans. The game will provide suggestions on deals but funnily enough they still get rejected by the NPC from time to time. Cash flow takes a while to get rolling in the beginning so it is not possible to simply buy up the best team and steamroll the competition. Similar to real life the team members with more experience tend to perform better and demand higher compensation for their services. Each time also requires an effective leader, the better the their stats the better the performance of the car.Įverybody wants to be fairly compensated for their efforts so it’s the player’s responsibility to deal with contract negotiations as they arise throughout the season. Manufacturing – Reliability, average pit stop time, tire wearĪssigning more staff to a department improves the overall values of stats associated with that team, and facilities have to be expanded in order to accommodate more people.Design – Engine power, acceleration and braking potential.Aerodynamics – Influences top speed, weight, and cornering ability.These are the team facilities where all the R&D to improve car performance takes place with everything split into three simple categories aerodynamics, design, and manufacturing. Some of the more nuanced aspects are consolidated under a common theme just to simplify the gameplay a bit for players: Running a team is no simple feat as you have to constantly juggle driver and staff contracts, sponsorship opportunities, as well as R&D while considering the limited budget. With a few days of free time I decided to finally give it a shot and it’s actually very enjoyable as a time filler. I’ve had this game installed for quite a while now but haven’t really gotten around to playing it until now due to the brief break before London is released in FGO. IAP – Optional cash purchases, completely unnecessary for progression
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