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
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