Each time you fire an employee or driver you get options for new ones which are always better than the one you fired. So there isn't really any risk of having to hire someone worse. The only thing I really think would be helpful is to see how much the new employee will cost. They are almost alway more expensive and of you are running a tight budget you may not be to afford the new person without making your budget negative. On the other hand, a negative budget isn't the end of the world because meeting a sponsor objective once in a while goes a long way toward offsetting that. Bottom line is the lack info on the new employees isn't a deal breaker as the game works very well the way it is. The money these people cost is peanuts compared to the starting budget you get and is easily worked around with some conservative budgeting. I can actually see that this may be the way Mr. west intended it to work all along. That little bit of risk adds some excitement to the process.
I agree, I think this is on purpose so you can see it happen. It is a little weird though if you happen to be watching the battle because then it acts like spoiler.
This is a great comparison tbh! It's like a better looking and more in depth realistic Grand Prix story
I actually think Grand Prix story is more in depth as you develop cars, parts and drivers... But obviously Motorsport manager has better gfx and is more realistic and you have more interaction during races
I'd be much more interested. I'm so sick and tired of the cheesy, er I mean, "artistic," 8 bit graphics. The only one of those I still play is Trexels, because Star Trek.
I'm trying to figure out the Young Driver Program. I don't see any advantage to using it. I think the draw is supposed to be that the drivers are very cheap (about $500) vs. the experienced drivers which cost around $7,000. But the problem is that the program itself cost a lot of money. For example: Two experienced drivers with stats around 50 cost about $15,000. Two young drivers with stats around 40 cost me $1,000 plus the cost of the program which is around $27,500 for level three. In order to get young drivers with stats close to the experienced drivers the program needs to be upgraded to level 4 or 5 which will cost over $50,000 per month. Bottom line is the young driver program doesn't seem worth investing in. The drivers will cost you a lot more when you figure in the cost of the program. It might be worth doing if the cost of the program was less and the driver stats would change as they get experience. I did not see the stats improving on my young drivers. Even if I upgraded the program. To get a young driver with better stats you need to upgrade the program and then release the current driver to scout for a new one. Unless I'm missing something this feature seems broken as it's a complete waste of money.
I have to admit I'm disappointed with this game. The design part is very simplistic, even Grand Prix Story had more depth. It pretty much is all about buying more stuff which add stats. There are no incremental additions that offset others so it's completely mindless. The races themselves can be beat on most occasions by using hard tired and driving conservative from time to time, unless it's raining or the AI is using hard tired too. Then it boils to who has the better stats. In any case, many races just have you sitting, watching and not doing much. As a rule of thumb, a game that has a fast forward button is doing something wrong most of the time. Finally, the game doesn't get harder. And grinding for a season or two solves all problems. But yes, the graphics are nice and the whole package is very polished. Too bad the gameplay is very simplistic. A 3 out of 5 for me.
Two bits... Just wanted to add a voice of support for the dev and the game. It's really polished, good fun.. Probably the best racing related game on the app store by a small margin in my opinion, but then I lean towards management style games over the arcade racers in general. While not as detailed as NASCAR Redline for example, it has a nice game world created around it that feels more complete. Yes, it doesn't allow you to manage the minutiae of the car setup but that's why you hire engineers. And for what it's worth, most games that give you more fiddly options for in-race decisions and car setups is really just for show. It's a fine line where random variation and chance swamps the effects of those minor details, making all of those little decisions completely opaque as to their real utility in a game, vs. actually getting into the race and moving forward with a reduced set of controls (e.g. removing gas from the equation and only giving you tires to manage) and decisions that actually have a measurable, immediate impact on lap times that make this game so enjoyable. The presentation is fantastic and even more commendable given the one-man-show producing this game. Don't hesitate to buy it!
What's your definition of 'serious'? One of mine is "to be so concerned/petty about something that it takes the joy out of it." That's why I never cared for overly serious people.
Seems to me the people who like the game 'get' it and the ones who don't like it, don't 'get' motorsports in general and infer that its a design flaw and not thier lack of understanding that makes the game unenjoyable. This is not the game for them. the game is unenjoyable (for them), not flawed. I tried those pixelated 'story' games and couldn't get into them because I dislike games that (to me) seem to be targeted at 4-year olds. But that dislike doesn't mean the games are flawed, it just means that I shouldn't be playing them because I am too old (or too me) to 'get' them. correction: maybe the ones who don't like the game do understand motorsports but are detail junkies who like stats and tuning every possible thing on a car. They should be playing racing sims on big PCs. But that still doesn't mean the game is flawed. I think the game is perfectly designed for what the developer wanted to achieve, and to convey about the excitement of motorsports without including the drugery of real-life.
Constantly crashes after a race in my ipad mini its really frustrating because im gonna start again the race
needs a super-league where all the drivers have 99 stats and all the cars are maxed out, preferably with all the tracks in the game comprising the season. Would also like a monsoon type league where all the races have wild weather changes.
What could be interesting is a side series run for the development drivers, building them up to take over a seat in future. Maybe they could be in Karts.
Been playing quiet a lot since the game came out and i'm ready to give my opinion. The game is good i'd say 4 stars, it's fun and easy to get into, however after playing a while it shows its limits; hopefully the developer (great respect for the man behind this game) will listen and improve on it (or create a sequel later on). The tactics are a bit limited, after the first few runs it's clear that the progression is very linear; basically run, earn money, buy some upgrades, do better and so on; it doesn't seem like the actual choices during the qualify or race have much weight compared to the simple upgrade of components. Sure there is a little bit of choice for the tires but it's mostly fast forward and see what happens. All pilots and teams are not permanent and just disappear season after season; there is no improving of the statistics of drivers or aging affecting their statistics. Even the youth program doesn't make much sense and at the moment seems broken; young drivers slightly improve with time but not enough to be worth the investment compared to just hire new drivers; also their age doens't seem to change year after year. Would be nice as said before to be able to see available drivers and technicians before firing or not renewing existing ones. All in all i'd say it would be nice if real choices (on upgrades or race strategies) would impact the gameplay more. That said, the game is quiet addicting, very polished and definitely fun! I think with some improvements it could be a masterpiece but at the current state is just a good game (very good under certain aspects)from a developer that has obviously a lot of passion and great skills. Also i loved that the game is premium so no IAP.
Sorry about that. This is a bug that slipped through the net and managed to make it into the launch build. I have submitted a fix for it to Apple and it's currently waiting for review and will be live once it passes. That update also includes memory optimisations to make it more stable on older devices. As I mentioned before I'm just one guy and launch has been massive and blown me away. I feel like I've been awake for the last four days trying to respond to a much as I can. I feel I'm getting there now. Thanks again for supporting the game and helping MM get out there to people. It's been really appreciated and there's more to come.
Any pros please help. What does " safety car " means? In Gear Ratio, what is the different between top speed and acceleration? and which to choose for the qualifying round? During the race, my car tire is going to worn out and the racer is returning to pit, I will lose my position because of that. Any tips or guide of winning the race back? Sorry for my broken english.. hahaha
The safety car leads the field of drivers in special situations. It's usually out after a crash or when there's oil/parts on the track. It makes the field go way slower than usual to prevent more accidents. Strategically, that can mean that it might be a good opportunity to change your tires, because you don't lose much time since you can catch right back up to the field after the change (provided the SC stays out for another lap). The field drives much slower with the safety car in front and forms one long line with almost no time gaps between cars (of course, overtaking other cars is forbidden during that time). It also lengthens the race. That means that weather effects you thought would not come into play before the race ends, might now play a role after all. It depends on the track. If you have many long straights, then you should mostly go for top speed, because you will reach your full speed at the end of a long straight. If you have curves and then medium length straights in between, you might want to go for acceleration, because the drivers need to slow down and accelerate a lot in one lap. If there's a good mix, go for "neutral". That's completely normal. The key to success is knowing when to push your tires (usually when you have open street in front of you and thus can drive at maximum efficiency) and when to conserve them (e.g. when you're in the middle of a pack). Sometimes it's good to stop early to then have a "free road".