Continuing the discussion from Le Mans Hyper Car Racing Challenge Competition 2017+:
Well ok that collapsed pretty quick, sadfaec
If I may, Iām going to submit my own suggestions for rules and regulations for this kind of contest, because Iād be interested to see if it could work, and for another, while Iām not in a position to hold a tourney right now (not for another few weeks, I donāt think), I do need to gear up for a something More likely I wonāt be running this myself, but I do want to see what people think, gauge interest. Iām aware that I let one of my previous hypercar projects wither away a couple of years back, and the problem there was that I attempted to put too much into writing an article for it. Itās still sitting there half done in someone elseās inbox for proofreading This oneās going to be straightforward and all about getting a solid challenge structure.
Anyway, I would recommend that the focus be, instead of an all-out racing challenge (because then all youād get is stripped down cars that arenāt even road legal), but trying to capture the actual essence of a modern day hypercar: superlative performance, actually approaching accessibility. There have been quite a few hypercar challenges and reviews but none yet that have tried to take into account every aspect except USDMFTWās review, and that only had 3 participants.
- One model and trim per user
- Iād suggest years 2011-2017 inclusive (prospective prototypes for reasons below). Iād love to have 2011-2020 but I donāt know if thatās realistic.
- No limitation on car body except youād look pretty daft if you rocked up with a hyper truck, or a hyper pickup. But hey, I wouldnāt stop you myself from doing that. Old bodies are old bodies and they get a penalty, I wouldnāt adjust for that.
- Any drivetrain, any format
- No intrinsic restriction on materials
- No minimum or maximum restrictions on power or weight
- Minimum safety 40
- Iād probably also stipulate a minimum average reliability, or at least a minimum cooling of engine requirement, and then factor reliability into the scoring metric.
- Recommended fuel 95RON, maximum 98RON (this will affect your scores)
- Qualifying time of < 7:03 around Green Hell (Nordschleife). I realise that not many people like building cars that go this quick, so maybe we can loosen it up to 7:15 for variety.
- Maximum emissions <300
- Maximum fuel consumption ā¦? (I know that this is a hypercar, they donāt have to be economical, hence Iām hesitating. Depends on scoring.)
- Maximum engineering time? (I also hesitate to impose limits on this, because itās a hypercar, damnit. Instead, I will suggest a metric that will allow for a slightly more flexible, tycoon approach, see below).
As for scoring, Iām quite partial to @sillyworldās 3 round template in the Fruinian Muscle Car challenge of value, speed and style. This lends itself fairly well to the hypercar challenge, except for a few changes:
##Round 1
Instead of bang for your buck, Iād propose a function of two factors: value, and exclusivity. The more exclusive a hypercar is, the more desirable it is and the less value for money you need to shift a unit. I thought about including the tycoon component as in @Der_Bayerās tycoon challenges or scoring metrics that I believe @Packbat has developed/used, but I have no idea how to make those work. Obviously, though, for this you would need to use the factory components and exclusivity would at least in part be derived from projected numbers of units produced. Then overall performance would depend on how well you balanced exclusivity versus value versus units. What I havenāt decided here is whether the scores should be distributed normally across the pool of entries, or just take raw values.
After all that I would also propose there be a weighted contribution from both the Gasmean and Fruinian markets (though the game already weights the market demographics, so I could possibly just use the competitiveness scoresā¦ which would render some of the above obsolete, but on the other hand the competitiveness scores may actually be of some use by the time this is ready to go, because Iām making this iteration of the hypercar competitors and believe me, I did not make it easy). Itās probably a bit āregionalistā of me to ignore Archana, but Iām willing to think like a hypercar marketer haha.
##Round 2
Here, itād be essential to use probably 3 tracks: a high speed one, a very technical low speed one, and a mixed track. This is to give cars of different sizes and abilities a more even playing field. Track times are important but Iāve noticed that hypercar talk tends to revolve around fastest lap times as opposed to how a car does in a prolonged race. For that reason, this is easy: just use the simulated track times! A points system would probably be the easiest way to deal with this, but Iām not sure on the balance. Iād probably give more weight to this round than I would to rounds 1 and 3, but thatās me and your opinion may differ.
##Round 3
This is self-explanatory. Styling counts for a lot in this sector
What do people think? Would you participate in a properly run hypercar challenge in a forum where it seems over half the users build overpowered fancy machines? Does anybody have any thoughts on the regulations, particularly the scoring of round 1?