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Variable Damage % per driver - Server Side

Discussion in 'Suggestions' started by Parkour, May 18, 2017.

  1. Parkour

    Parkour Gamer

    Hello!

    I come from atomic league here in Australia. We use AC for our championship and one of the difficulties is in policing bad drivers. No one really wants to impose any post-race penalties that would change the outcome of a race, mainly because it means re-working the actual race results, or to add ballast to drivers as penalties for future races (because it affects their performance).

    Would it be possible to add individual damage percentages to different drivers from the server side, so that known bad drivers can be penalised more when they have accidents, but for the most part they have no real performance disadvantages (unless they have an accident/damage)?

    I believe this to be the best measure to encourage bad drivers to be safer or more cautious in their driving.

    If if could be implemented in a similar way as ballast currently is, that would be awesome! :)
     
    paul_wev likes this.

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  3. kofotsjanne

    kofotsjanne Alien

    If someone is known for driving dirty, instead of punish them by more damage you can punish them by not letting them into your next race.
     
    Gunja likes this.
  4. Parkour

    Parkour Gamer

    We would only consider banning a person from an event if their behaviour was unanimously considered reckless by all other drivers. We consider ourselves a combination of friendly and serious sim racers and we are currently small in numbers, so banning people left right and centre would seem to only weaken the league. No one is necessarily known in the league as 'dirty', but people do make bad decisions that do affect other peoples races, and for the most part the racing is competitive but friendly. When looking at the alternatives other leagues offer, or even other games (iRacing for example where both drivers are punished), they appear to promote angst and unnecessary conflict. That's not what we are about. We would rather educate drivers to become better at race craft and better in general at driving, to promote greater driver awareness, especially when they would be more likely to come off second best as a result of contact.
     
    kofotsjanne likes this.
  5. Berniyh

    Berniyh Alien

    Bad drivers usually don't care too much about damage, so I doubt it would have the effect you're looking for.
     
  6. Parkour

    Parkour Gamer

    I feel it really depends on how you define 'bad'. Bad 'attitude' and no respect, then I'd say definitely yes, they'd likely not see the error of their ways nor care less - though we seem to have a good group of guys here. Bad driving can sometimes just be a result of inexperience, tiredness or clumsiness (without intent to cause damage), which is probably closer to how I see our league. A bunch of middle aged guys who enjoy a good battle, but sometimes take things too far. What I propose would at the very least allow people to race as normal, but with greater consequences to those who need to show more caution in the heat of battle. I think it would be a great education to them personally.
     
  7. Parkour

    Parkour Gamer

    Just so we're clear, I'm talking about a different damage modifier per driver - so one clean driver may retain 0.7 x 100% damage; a bad driver who crashes others out occasionally may increase to 0.9x 100% damage over the course of a few races (as determined by race admin running the league).
     
  8. Berniyh

    Berniyh Alien

    bad driver meaning a driver that I as an admin thought of as being worth punishing (by handing out a warning or even a kick/ban).
     
  9. WallyM

    WallyM Alien

    Then the bad driver is only punished if they suffer mechanical damage. We use penalty ballast in the next round in our league at XGN, and it works OK. It makes people fear the penalty ballast just enough to drive with a little more caution.
     

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