Thanks mate!
Glad to hear my feedback can be useful and that u actually listen to feedback...FRONTIER GUYS with their F1 MANAGER never really listen to their community.
Anyways, due to an upcoming hand operation, i have a lot of spare time over the next couple of months or so,
so, should u have any questions, should u need me to explain better my points, should u need a beta tester and so on u can contact me also in pvt.
My IG @andynine.9 or fb "andy genova"
From my side,
if i ll have more ideas i ll send you for sure.
I really believe the F1 MANAGEMENT games is a market w/huge potential but too many, for diifferent reasons, failed in delivering a decent product, the lst is long, F1 MANAGER BY FRONTIER, is just the last of a long series.
Ironically titles such as GRAND PRIX MANAGER by geoff crammond, F1 MANAGER PRO offered a much more in-depth managerial experience than new titles with features new games dont have at all...unfortunately, my suspect is, those games are made by people who dont have and never had any interest in F1...and if u dont know/love the sport, u cant make a decent managerial game, as graphics in manager games is not important, but CONCEPT is everything!
ANDYNINE9
Recent community posts
Hi, it's me again, after the long post under the COCKPIT SIMULATOR.
This project, which i saw only screenshots, sounds extremely well done, but i ll add u some features that really must be on it, as a f1 managerial game lover!
a) R&D
money is a factor but DESIGNER is equally important when it comes to R&D, a very mediocre March, back in the late 80s with Newey as a designer, made enormoous progress, so u should always consider the importance of the designer when it's about R&D, the higer his/her overall the better designing next season car / improving the current season's.
Adding illegal components that might be discovered by FIA would be cool as well.
Also the TEST DRIVER is important when it comes to improve the current car / design next season's, the higher overall he/she has, the better better designing next season car / improving the current season's.
b) SAVE GAME EDITOR
: like in F1 MANAGER we all know that sooner or later the IA will f**k up, so they ll start signing useless drivers, overpaying them, not logic signings/ way too expensive/chep contracts and so on, A SAVE GAME EDITOR makes sure that the player can fix this as soon as it happens.
It can be good also for special challenges, especially for streamers, story telling in general and so on.
c) ENGINES :
It would be way too coomplicated to reproduce the rules from each era, i already know i ll play the "retro era" starting in the late 80s where there were "WORKS and CLIENT contracts" meanwhile these days the engines can just provide "powertrains" and they are locked for seasons, so i guess a compromise should be made, there's just a kind of contract, so no works/client and there's no updates during the season for it BUT max 2 teams with same engine and ofc their overall/reliability is dynamic and it changes year by year, so meanwhile having a longer contract, such as 3 seasons, will give u discounts, that can also be a bet, as in 3 seasons the actual overalls of the engine can improve/decrease, this is extremely risky especially for big teams, signing for top engines but maybe in just 1-2 seasons they' ll turn into rubbish engines...at the same time this will make sure not always the same teams are winning. Ofc u can sign for just 1 season but the price will be much higher.
also the new engine contracts can be modified/fixed by the save game editor
D) NATIONALITY MATTERS :
In f1 nationality of drivers is extremely important, sponsors will sign u if u have 1 or more drivers from their nationality, engines will give u discounts for each driver from their country u ll have for next season or even the owner of the team could force u to have 1 or more drivers from the country of the team.
PS there are also PAYDRIVERS, those are normally cr*p drivers but they pay you to have a seat, the most in-famous one was PEDRO PAULO DINIZ, brazilian, arrows, minardi, ligier etc all teams that they received mooney to make him race.
MINARDI, especially had always the need to sign at least a paydriver a season.
A lot of paydrivers were coming from Japan and Italy as those countries were full of these "not so goood drivers" but who had "big and rich families" ready to sponsor them.
also this list can be modified/fixed by the save game editor
E) TEAM MANAGER CAREER :
As every teammanager irl also the player can risk to be sacked -ALWAYS AT THE END OF THE SEASON and when this happens a new team will make an offer - or to go to better teams - this can happen at the end of your contract or, if ur contract is still valid, only if the team will pay the release clause to the team where u are now. Eventually the player can also pay the clause if u ll add the data *personal money* which comes from mooney earnt during the career.
this works also for IA team managers and ofc also this can be modified/fixed by the save game editor
F) DRIVERS
I ve seen u have F1 F2 F3 INDY FREE AGENTS etc drivers, which is amazing, each driver should have a current overall and a potential overall. Drivers can be improving till the age of 30 and will start decreasing from the age of 33.
They are quitting btw 35 and 45. At the end of every season for a group of newgens should be created.
PS for those who like me will play retro seasons would be good if by the use of save game editor we can add the new gens related to the period we are playing in, for example, at the end of the 1990 season i d add 23yo MICHAEL SCHUMACHER to the list of "new gens" as irl he's made his debut in 1991. So you should leave the player free to create a lot of new gens with their age-nationality-overall-potential.
PS OFC this could work also for ENGINEERS, in this case their startng age would be 35, improvning until 50 decreasing from 55 retiring btw 60 and 70.
G) CONTRACTS :
in order to make a more dynamic world all the contracts, DRIVERS-ENGINES-SPONSORS-ENGINEERS-TEAM MANAGERS should be min 1 season max 3 seasons.
H) SIMULATION SPEED :
in the cockpit simulator the speed is way too fast, u cant really follow much and, as a team principal u need to understand all the data, so id say the player should be informed lap by lap by LAP TIME OF EVERY DRIVER + DISTANCE + EXTRA NOTES such as accidents/retired drivers/ safety car/change of weather etc, once u read it all, u can adjust strategy and when u r ready u press ENTER, that means the CPU will simulate the next lap and so on.
I) SANDBOX :
it should be endless, personally i hate the games who end in 10 season or 15...play as much as u like, new eras, new drivers, new teams who come and go, new engines as well, new rules.
L) VOTES :
like in motorsport manager the FIA suggests 4 topics which will be voted during the year, VOTES CAN ALSO BE SOLD/BOUGHT by/to other managers ;)
chassis rules such as max overall for component *
calendar - change of venues/increase or decrease of GPs
fiinancial - prizes division
engine rules - such as max overall/reliability *
* ofc team managers can cheat by researching and producing parts who have higher overall than the max expected by FIA but theres always a risk to be caught
M) ACCIDENTS - INJURIES - BANS
Motorsport is cruel, a lot of drivers lost their lives, such as G.Villeneuve and A.Senna, others had to quit due to the bad injuries such as K.Wedlinger - C.Regazzoni. So, like in motorsport also this sad aspect should be replicated.
Also wreckless actions can lead to black flags and bans for 1+ GPs.
N) TARGETS
Each team / drivers have targets, for the WC and CC and for the GP,
the more they reach these targets the more they improve the more they fail these targets the more they ll decrease the stats.
ofc this can be counted also for RACE ENGINEERS AND TEAM MANAGERS, including the PLAYER!
Thats all for this project with my ideas, as i wrote u in the other project, i ll gladly answer ur questions, should u have any, in case u want to swap IG/DISCORD contacts.
Hello, i randomly found these two super interesting projects as i was looking for somenthing else, the "cockpit manager 2014" game, tbh.
anyway your projects are much more interesting so i want to give you some tips as a experienced mnagerial game player, especially in football and f1 management games, from the old spectrum 48 games to amiga, pc, playstation gaming.
i write you here as i didnt find a fb/ig/discord/youtube link as i think i can REALLY help u, both as a video game player and as an "old f1 lover".
these notes are related about the COCKPIT SIMULATOR PROJECT :
- it's very good u offer the option to make your own grid but u should also allow to change the car values, not just the driver's skills. I was editing the 1993 season, and with my surprise i could not edit the performance for the teams...to be honest u should also add the values for the engine and tyres in order to so the simulation would go much deeper as it is extremely unrealistic that all the teams have "80" so a mclaren would be same as a williams same as a jordan and so on.
In a perfect and credible simulation u should have 3 sections :
A) driver overall
b) car overall aka CHASSIS
c) engine overall
in terms of total overall u should leave the option open to assign how much each overall will influence the reults, for example, in a early 90s season a more or less correct value would be :
CAR OVERALL would be, in my opinion, CHASSIS 65% + ENGINE 35% = CAR OVERALL
Then u should also leave it open to the player/director to decide the driver / car ratio, still, in my opion, from the early 90s that would very much depend on the circuit, let's say it would normally be 60% car : 40% driver with some excetions, such as monaco where the driver would prolly be 60% driver 40% car, spa where id say 50-50% or hockenhaim where the car would be a 70% and the driver just 30%,
So u shold leave the freedom to the director/player to decide the ratio for each gp
RELIABILITY :
each chassis and engine comes with RELIABILITY, which should be calculated as an overall as well.
for example a 70 reliability overall would mean there's 30% chance oftechnical failure, a 50% overall = 50% chance of DNF and so on
PS BEAR IN MIND that until the mid 90s normally out of 24/26 starting cars just 12-13, in some places even less, were making it to the chequered flag, so the RELIABILTY plays an essential role on the "old" simulations.
in this case the ratio would also depend on the circuit, there's circuits such as MONZA who are very harsh on the engine, where the reliability ratio would go 70% from engine n 30% from chassis, other circuits, such as Monaco, where the chassis is much more imporant, let's say a 80% chassis and 20% engine.
Also in this case u should leave it open to the director/player before the beginning of the WEEKEND to decide all these ratio's.
Ofc if u want too make it awesome u'd also add a "DRIVER RELIABILITY" some drivers, like prost, almost never made a mistake, even a top driver like senna, was making costy mistakes who would lead him to DNF...
let's say on the "driver speed" overall for senna i d give a 97 and prost a 94 but reliability id give prost 95 and senna a 85, just to give u an example.
In general history is full of drivers who were not fast but very reliable, such as PATRESE, others who were extremely quick but not reliable at all, such as ALESI, DE CESARIS.
also it would be good that the player/director could decide before the beginning of the season :
A) CALENDAR how many races and where
B) point system 9 6 4 3 2 1 / 10 6 4 3 2 1 / etc with extra options such as +1 pole position/+1fastest lap/double points last GP
C) I undersood the simulator makes its own story, transfers for drivers or engines, rules and so on but it would much more immersive if u can decide them season by season or siimply "correct the simulator decisions", so, for example, if i dont like some changes, for example, as u see in many f1 managerial games, FERRARI WILL SIGN MERCEDES FOR THE NEXT SEASN u can correct it. This feature can also be cool if u want to simulate a specifiic scenario for a specific driver for example "last 5 seasons of career of ayrton senna should he have survived imola missing the rest of 1994 season and coming back to 1995 on a ferrari but knowing he'd never sign again for williams due to the responsibility they had on the imoola car nor mclaren after the ron dennis break up at the end of 1993)
D) very important : cars, engines and, why not, even drivers improve or get worse over the seasons and even during the same season, would be cool if we'd have the freedom to edit everything before each gp.
i hope my ideas helped u, if u want to discuss more my ideas we can swap discords/IG and have a chat about everything. From my side i'd be glad to help out such an interesting project.
Now i ll also write my ideas about the COCKPIT MANAGER project on the dedicated page