Solo mode, and time attack considerations

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Manuel Peiro
Posts: 20
Joined: 13 November 2016, 13:23

Solo mode, and time attack considerations

Post by Manuel Peiro »

Good,

It was to comment on a topic that I already put in the forum ... and it is:

I DO NOT SEEM GOOD HOW THE TIME IS CALCULATED in the solo game ...

Currently, they are calculated by adding the times of each round, and the time depends on the gear in which you end up taking 1 second per attack die that has not taken danger ...

I think this system is unfair, it favors finishing in high gear, rather than finishing in less time, why do I say this ...

I will expose three examples, where I think you can see, the first and as previous, I put a list with the seconds that are added, depending on the march that ends

GEAR Time add.

1 50 sec
2 40 sec
4 20 sec
5 15 sec
6 10 sec

An attack is made, 1 second is removed, for each die, that has not taken danger.

Conditioning factors:

- GT6 cars
- Infinite straight

EXAMPLE 1 (The ideal case)

* The objective is to advance 8 squares
* The car starts at 1
* Finish in 6 and spend the white dice
* As there are many dice, roll dice by dice (Does not attack)
* We assume that it does not fail

roll -> 1, W, W, 2, 3, 4, 5, 6
Time: As it ends in 6, its time is 10 seconds to travel 8 squares
Considerations: roll 8 dice in total, with the high risk of rolling 3 hazards.

EXAMPLE 2 (worst case)

* The objective is to advance 8 squares
* The car starts at 6
* Finish in 1 and spend the white dice
* As there are many dice, roll dice by dice (Does not attack)
* We assume that it does not fail

roll -> 6, 5, 4, 3, 2, W, W, 1
Time: As it ends in 1, its time is 50 seconds to travel 8 squares
Considerations: roll 8 dice in total, with the high risk of rolling 3 hazards.

EXAMPLE 3 (Intermediate case)

* The objective is to advance 8 squares
* The car starts at 6
* Divide the route into 2 rolls of 4 dice: 1 roll (, 2 roll (5,6, w, w)
* As 4 dice are rolled, it makes an attack on both

rolls -> 1st (5, 6, w, w) and 2nd (5, 6, w, w)
Time -> (10-4) + (10-4) = 12 sec
Considerations: It is a low risk, since there are 2 rolls of 4 dice.

For this reason, I think that the system is NOT fair, in car races, the one that arrives earlier less time ago ... with this system, EXAMPLE 2 is penalized ..., when it travels the same distance in 1 turn as case 3 in 1 roll.
I think that the time would have to depend on the turns it takes to complete the circuit, NOT on the march in which it ends. It is a system, which for the Rallman (normal), can work, but for this one, it is clearly unfair
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ringersoll
Posts: 132
Joined: 25 November 2013, 00:52

Re: Solo mode, and time attack considerations

Post by ringersoll »

As a side note regarding this same topic, there are races where the 'Chrono Time' of the winner is greater than another racer.
As an example table=108638905
I won with a Chrono Time of 348
Zherorix finished third with a better time of 347
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compte obelète
Posts: 669
Joined: 17 April 2020, 15:25

Re: Solo mode, and time attack considerations

Post by compte obelète »

Wait, -1 second every, dices that doesn't have a warning? Are the red's/green dices also count?
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Manuel Peiro
Posts: 20
Joined: 13 November 2016, 13:23

Re: Solo mode, and time attack considerations

Post by Manuel Peiro »

not sure of this....
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compte obelète
Posts: 669
Joined: 17 April 2020, 15:25

Re: Solo mode, and time attack considerations

Post by compte obelète »

Manuel Peiro wrote: 26 August 2020, 19:02 not sure of this....
I test it, and no, nothing happens whit red/green dices
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sprockitz
Posts: 666
Joined: 23 October 2014, 02:22

Re: Solo mode, and time attack considerations

Post by sprockitz »

you get 1 second off for every focus token that you didn't use.

The strategy is to end in high gear not to just use a lot of dice every turn. You need to adjust your strategy to get a better time and set yourself up to end in high gear.
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