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I'd be interested to hear any comments you have on how you ramped up your cars, especially in ERS.
I´m asking me how you can win this Game in the normal Game. The Challences are doable with that normal Gamefeatures, but I never won the ERS in a normal Game after 6 or 7 Seasons there.
Did you play in long race mode?
BTW, 11 seasons is a very good result for a CYOT team.
I needed 14 for the Predator challenge (that more or less is like doing CYOT from ERS) and 11 with Archer, that is a mid-pack team.
I got lucky on APS and they had already set gearbox as spec part in addition to the engine. Two spec parts helped a lot. I set a vote (and won it of course) for banning weight stripping which was active when I wen to the series, because really hated that mechanism. I know that it can be very effective, but I just didn't like it.
I made a choice and didn't want any spec parts in WMC. I didn't have much use for politico anymore, but I had enough reserve votes to do what ever I liked. WMC had two nice rules when I went there, they had 80% refueling and equal price money (50M on the first year in WMC).
I expected to get promoted to WMC from APS on third season at earliest, but got surprised when I won the APS on my second season (more on this later). I was not ready and had spent huge amounts of money to parts designed for the next year. I knew that the next year's car would be very fast. So, I chose to stay on APS for money and not build too many new parts. Same as in ERS, most of the money went for parts on first two seasons and upgrading HQ on the third season.
I used same tactic for improvements in WMC, but the gap between three best teams and the rest was huge. I used to be the solitary fourth team for many seasons, not being able to beat three best teams, but always faster then the rest. I was third or fourth in all parts, but I was unable to beat Kitano (third/fourth too). I was well behind others in engine and that hurt a lot, engine is the most common crucial part in WMC. I could have made engine spec and won WMC earlier, but I didn't want any spec parts in WMC. It was limiting my way to the top. I had to buy a very expensive engine for chassis to get that gap smaller.
I did improve my HQ, but I didn't focus on it. I still had level 3 factory and level 3 design centre at the end when I won WMC. I did a lot of HQ improvements on my 3rd season on APS, because I knew I wouldn't need that many improvements for car and I don't need risky parts for next year if I'm going to get the promotion (I was sure that I will get it).
I hired Jenny Whitehouse to be my designer in WMC and she helped me to speed up the research (avg part with -2 days) by getting avg, good and great parts done quickly and allowed me to build my first legendary components (random legendary component). I was able to build very powerful risky five component parts with her and eventually closed the gap. Those risky parts had even +200 stats when compared to parts I was using.
First season in APS was hard, because I wasn't able to win and my 5 star marketability was against me, giving only sponsors that give money for wins/podiums. I ended up +12M on red. 4/5 star marketability was hard on WMC too, because on most races I didn't get the race bonuses or got just meaningless sums of money.
My car was only 5th best by the end of the 3rd season in ERS (gearbox 4th, brakes 5th, suspension 8th, other spec), but my team was clearly the best one (394 points against the second's 301). Three 1-2's on a row in the middle of the season were decisive. Cars were not very fast, but AI in ERS was bad at tactics and three spec parts made close fights. I really benefited a lot from super fast and reliable pit crew (which I managed manually). I managed to get tactical wins on dry and was unbeatable on wet. I found out that I might be able to win the ERS on the third season after first three races, when my race results were 2&12, 1&6 and 1&2. I immediately chose not to build any new parts and started to use all money on HQ buildings.
Right around the time I posted above, my parts development started to yield results and the car has visibly improved over past couple seasons. Lol a good player could probably win with it now, but I still goon up the in-race strategy. Somehow I usually wind up with either too much or too little fuel toward the end of a stint. Getting better on tire wear, though.
I don't really think the "risk removal next season" is an exploit or an unintended mechanic. I just see it as putting the design team on prototype development for next year's car. And then they left the possibility open to use it in current season for situations like a really close point spread, especiallly for double-point season-ending races (say, if player is on the edge of getting fired). If anything is "off" about that mechanic, it's the AI's propensity to routinely use "next-year's prototypes" in this year's car (and often lose their investment when caught...assuming of course that the AI's budget & parts development etc all work the same for them as for the player. Not really clear that it actually works that way).
Nice bit on the spec engine in ERS. That thing is a huge money sump, lol. I've easily spent enough on engines to have upgraded to level 3 factory by now, and probably close to lvl 3 design center as well.
I gotta hunt down that designer. "Substitute great for good" sounds fantastic.
I infer from your discussion that it's safe to cut way back on parts development once the car is good enough for a season or two. I don't quite have this problem yet, just looking ahead. I've worried that if I switch into building HQ for a 1-2 seasons, then my car would lose too much ground and risk losing the window to move up to next series.
I didn't remember the name of the component while I was writing that, the actual feature in the component is Unlocks an additonal "great" component slot. Quite many designers have that. It uses a good component slot, but adds an extra great component slot, effectively changing a good to great. You need multiple good good components to get max out of it and it helps if your designer also has their own great component.
I didn't stop car development, but I didn't do much of it. I think it's good to build average parts very fast, especially when using risky parts. Using risky parts leads you to start a new season with two very different level parts. Not a problem if you have clear number 1 driver, but you might end up with two slow cars that are hard to tune, if you have to split those good and bad parts between two cars.