Are you thinking of that we ourselves are going to decide how to train them? Cause that would be nice but I don't know how. I guess letting the AI take care of everything would be the easiest way.
The AI is doing nothing, all the stats will be added manually so at the moment stuff like methods, how much stats to be added and all that sort of thing needs to be decided upon.
Well you have a career game with all the team and riders that you just sim through right? If so, then the riders should develop that way and if you just copy their stats over to the DB you use when you ride the races. Of course that way the riders will have the same stats all year long. And for it to be fair then every team should have equally good trainers.
A_Schleck wrote:
Well you have a career game with all the team and riders that you just sim through right? If so, then the riders should develop that way and if you just copy their stats over to the DB you use when you ride the races. Of course that way the riders will have the same stats all year long. And for it to be fair then every team should have equally good trainers.
Theres no point talking about getting the AI to do it, it simply wont happen.
We are instead going for a manual approach as the AI way is pretty useless and also, the career game just crashes when the game trys to progress a day. Also, simming a season is frankly boring, and by doing it manually, it saves time in putting all riders back to their teams.
maybe you should add points at the discretion of SN, Crommy, and Addy, except when one of your riders is involved, then just the other two. You could take into account their performances, and your gauge of their potential. If someone has a problem with the stats they can post thier complaint.
Do you guys think the stats should be affected by real life performance at all?
Edited by dave92 on 18-12-2007 21:05
Tour de L'Avenir is the best way to see how you can increase stats of young riders, because during the entire PT season they will not win anything. The other riders it should be by their performance.
jolly_antunes wrote:
Tour de L'Avenir is the best way to see how you can increase stats of young riders, because during the entire PT season they will not win anything. The other riders it should be by their performance.
but what about the young riders who don't qualify for l'avenir.
Waghlon wrote:
I only have a rather rubbish idea: Give riders a fixed stat bonus depending on their potential.
I would agree on something along these lines. Its the only way to distribute points in a balanced way, although maybe it should be structured so they get bonus points for good finishes throughout the year...
Just a suggestion but:
potentialoutcome
8 2 points on every stat (plus an additional 1 point bonus on the three weakest stats?)
7 2 points on every stat
6 1 point on all the stats
5 1 point on 9/12 stats (randomly selected or strongest though?)
4 1 point on half the stats
3 1 point on 3 of the stats
2 1 point to the strongest stat
1 no points awarded
Plus addtional stats to be distributed according to good finishes, although this is troublesome to agree on no doubt, and it is certainly unfair to those youngsters in weaker teams/racing against strong fields.
And you have to count on the experience points and experience level. The guys with 0 experience points and 1 experience level should increase a lot more than the others.
This is how we did in the other game I was playing. It's quite similar to this game, and the trainingsession was one of the things that was working like a charm... It gave the game another angle:
The cost to upgrade a skill one point depends on what level it are at
Talent 8:
skill above talent 7 cap; 15 for 1 point
skill above talent 6 cap: 12,29,51 (12,17,22) for 1,2 and 3 points
skill above talent 5 cap: 6,15,28 (6,9,13) for 1,2 and 3 points
skill above talent 4 cap: 4,9,16,25 (4,5,7,9 ) for 1,2,3 and 4 points
skill above talent 3 cap: 2,5,10,16 (2,3,5,6) for 1,2,3 and 4 points
skill belove talent 3 cap: 1,3,6,11,17 (1,2,3,5,6) for 1,2,3,4 and 5 points
Talent 7:
skill above talent 6 cap: 13,31,54 (13,18,23) for 1,2 and 3 points
skill above talent 5 cap: 7,17,31 (7,10,14) for 1,2 and 3 points
skill above talent 4 cap: 4,9,16,25 (4,5,7,9 ) for 1,2,3 and 4 points
skill above talent 3 cap: 2,5,10,16 (2,3,5,6) for 1,2,3 and 4 points
skill belove talent 3 cap: 1,3,6,11,17 (1,2,3,5,6) for 1,2,3,4 and 5 points
Talent 6:
skill above talent 5 cap: 8,18,30 (8,10,12) for 1,2 and 3 points
skill above talent 4 cap: 5,12,21 (5,7,9 ) for 1,2 and 3 points
skill above talent 3 cap: 2,6,11,18 (2,4,5,7) for 1,2,3 and 4 points
skill belove talent 3 cap: 1,3,7,12,18 (1,2,4,5,6) for 1,2,3 and 5 points
Talent 5:
skill above talent 4 cap: 6,14,23 (6,8,9 ) for 1,2 and 3 points
skill above talent 3 cap: 2,6,12 (2,4,6) for 1,2 and 3 points
skill belove talent 3 cap: 1,3,7,12 (1,2,4,5) for 1,2 ,3 and 4 points
Talent 4:
skill above talent 3 cap: 4,9,16 (4,5,6) for 1,2 and 3 points
skill belove talent 3 cap: 2,5,10,16 (2,3,5,6) for 1,2,3 and 4 points
Talent 3:
skill belove talent 3 cap: 2,5,10 (2,3,5) for 1,2 and 3 points
Fighter stat costs 2 points per level to upgrade (maximum 4 steps per season) no mather of talent or current level (85 is max as usual)
The Flat stat is treated a little bit diffeent, you can train up to 2 points under 66 and 1 point under 69 at normal costs, but anymore will cost double.
There is also a training scheme, in excel form, that will be used so no "cheating" or mistakes occur... Just to show how it can be done, maybe some of it could be relevant