OK, since there won’t be lots of stuff delaying this challenge this year, I think we can pull it off a bit closer to when it is supposed to take place. My plans are to open for submissions in september, with the challenge taking place sometime around october…
But since I have some new plans in my head there can be some point in discussing them before we pull them off maybe…
For you people new to the forums, this is a yearly challenge with the main goal of showing up with a car that is more or less junk, taking it to a track with a bunch of other idiots, and hope that it holds up for 24 hours of abuse. Here is the thread from last year:
Also, if this sounds interesting, there is also a discord server surrounding this challenge (optional to join)
Well. Since I have been running this for a while, I think the ruleset for the cars should be more or less nailed now. There MAY be changes to it still, but if you start building a car for the 2023 ruleset, I doubt that you will have to do more than small adjustments to still make it work in 2024.
My new ideas are mainly about game mechanics, and since maybe not everyone wants to join discord, I guess we could have some discussions here too, as long as they don’t go overboard. Anyway, this is some of the ideas I have in my head that is new for this year, and I would gladly take feedback on them.
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I might allow faux diesels (NO I WON’T!). Either from Moroza’s ARM ruleset (the adjustments for price and reliability nothing to take into consideration though, due to the nature of the challenge), or a slightly adjusted version of it, since some people have pointed out that the ARM rules were more suited for building a performance diesel than something close to falling apart in an old beater. I haven’t been looking into it much. I guess, if people actually want faux diesels, I will investigate that later on. If everyone tells me that they don’t want them and have a good argument why, there’s no meaning in looking deeper into it, so…what do you all say? (IRRELEVANT, WON’T BE INCLUDED)
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I will probably no longer mention what happens when there’s just a small timeloss with no crashing/spinning etc. - just mention that the team loses some time, and if they want to roleplay on why, I will give them some freedom. That will lead to less rigid, repetitive writeups, I think.
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I have thought about giving the possibility of making driver profiles for your teams. I haven’t been looking into it that deep, but if one of your characters are “good at driving fast, bad at wrenching”, that might affect your times a bit both on the track and in the pits. Now, I have to make a somewhat standardized solution there that works for everyone, and for it to work, it will require that I get a schedule for when who will be driving. If driver profiles gets included this year, they will be fully optional.
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Between the rounds I might give a little more info about, for example, car condition. However, that will only be about the condition of the subsystems, nothing in detail. But let’s say that the cooling system is in “poor” condition after a round. You can then ask me if the team can go into the pits for fixing it before a breakdown forces them into there. If it will be allowed is all up to me (the team probably can notice low coolant better than a water pump close to giving up) as a GM to decide, but it can be worth a try…or it can be stupid because you get stuck in the pits for repairs that maybe would not have been needed to finish…this gives a bit more freedom and depth, and also, if it gets implemented it will be totally optional.
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The problem last year was bad driveability cars that also were heavy (I am looking at YOU, ChatGPT not-a-Lada-2110 thing) rammed everything off the track. I may counteract that this year by have a baseline driveability, where every roll below that will result in guardrail munching or similar single vehicle action. And weight is only good if you hit something that does move…
Well, that’s what I can think about for now, feel free to give opinions.