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Subject: Mixing driving techniques rss

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Maciej Welc
Poland
Wrocław (Vratislavia)
Lower Silesia
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Ok, I know that one that takes more risk wins.

That's why lucky 1GG2345 roll can give up to 72s (? if I'm correct) advantage over someone unlucky.Who dares wins, I know. But it's too random IMHO.

Wouldn't it be more balanced and even more competitive to allow techniques being mixed?

Example ideas:
a) there is an increased minimum of dice to be rolled in mixed time attack (three OR four OR at least one more than hazards allowed for one's tires),
b) spending seconds after time attack costs double,
c) reward earned after basic technique is reduced by half (rounded down of course)
d) technique cannot be changed freely on corners (completly prohibited OR not allowed while skidding).

PS
Using single technique rules do not change.
I think more than one technique change could be possible (ex: 3d attack + 1d + 3d attack).
 
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Andreas Krüger
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Sounds good and seems to be easy to balance, but needs playtesting of course. Jumps will lose some interestingness (my spelling check says this word does actually exist - would not have thought so), of course. If you can time attack and still buy one safe die, the decision on a jump will be easy.

Why did you make up rule d? Any special reason, or just because corners are supposed to be different from straights?
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Maciej Welc
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Good point about jumps. Easiest way would be to not allow mixing with bumps. Other may increase number of dice required to time attack while jumping. I'd prefer solutions aligned to KISS principle.

Rule d) was added because:
- I thought there can be situations where mixing would make decisions too easy (as your point about bumps),
- I have no racing experience and know neither why mixing is prohibited by rules nor why to allow it any time.
In other words to encourage others to figure out things that did not come to my mind. Success.

Indeed there are proposed options to choose from. None of them has been playtested so far. My goal is to reduce randomness in this game. I do believe the way can be found.
 
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Maciej Welc
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I did a test...

Rules:
a) at least as many dice required for time attack as many hazards allowed for tires used (in case of mixed section higher number counts),
b) spending seconds after time attack costs double,
c) reward earned after basic technique is reduced by half (rounded down),
d) no other limitations on mixing techniques.

Track: fusag Stage 3.


I knew this track from driving school - where my results w/o mixing are published.

To put it short:

1st run: out (soft tyres)
2nd run: out (soft tyres)
3rd run: flat tire (soft tyres)
4th run: 5.50 - 0.43 = 307s (soft tires)
5th run: 5.50 - 0.41 = 309s (soft tires)

My impression was that it's a matter of luck to beat 315s. TBH 5th run was extremely lucky - I was expecting to spend 12s more but dice did not ask for it.

So we've got regular results to be compared with. Let me present you with results achieved w/ mixing rules...
To put is short (exactly the same path was used for all runs above and below):

Assumption: no flat tire, I did not draw cards to be able to compare the results.

1st run: 5.50 - 0.38 = 312s (soft tires)
2nd run: 5.50 - 0.35 = 315s (soft tires)
3rd run: 5.50 - 0.44 = 306s (soft tires)
4th run: out - two /!\ on three dice 5GG when attacking the last bump (soft tyres; time comparable to 3rd run)

Conclusions:
1. Critical point of this track is V8V7J8 where I roll 7 dice (54G3G21):
a) with soft tires and snow part at the end I do not dare to do a single attack so it costs me up to 6s for safe pass,
b) enabling mixing variant I do perform 5 dice (54G3G) attack and pay up to 6s (expecting it to be 2s) which gives me maximum 1s cost for the safe pass.

2. It is the matter of bad luck to lose the control - 4th run failed w/ mixing vs 4th successful w/ regular rules while results very comparable.

3. It is still risky to challenge the champion (let's say 307s) - at least using my path.

I know that this tests doesn't prove anything. But it seems that the variant did not unbalanced the competition.

PS
For anyone interested in details, here they go (mixed variant time attacks in brackets). As you can see each run is slightly different - I haven't mastered mixing techniques yet .


Gear | Chrono |Time Saved| Total Saved | Total Time
12GG 40 4 4 36
1GG23 30 5 9 61
2GG345 10 6 15 65
43GG2 40 5 20 100
123G45G 10 7 27 103
[54G3G]21 50 5 0 32 148
1GG234 20 -6 26 174
GG5 10 3 29 181
4GG5 10 4 33 187
[543]2GG 40 3 0 36 224
1G2[345G] 10 0 2 38 232
54G3G2 40 -3 35 275
1G234G5 10 -6 29 291
4GG5 10 4 33 297
GG5 10 3 36 304
GG 10 2 38 312


Gear | Chrono |Time Saved| Total Saved | Total Time
12GG 40 4 4 36
1GG23 30 5 9 61
2GG345 10 6 15 65
43GG2 40 5 20 100
123G45G 10 7 27 103
[54G3G]21 50 5 -6 26 154
[1GG]234 20 3 0 29 171
GG5 10 3 32 178
4GG5 10 4 36 184
54[32GG] 40 0 2 38 222
1G2[345G] 10 0 2 40 230
54G3G2 40 -3 37 273
1G234G5 10 -6 31 289
4GG5 10 -1 30 300
GG5 10 3 33 307
GG 10 2 35 315


Gear | Chrono |Time Saved| Total Saved | Total Time
12GG 40 4 4 36
1GG23 30 5 9 61
2GG345 10 6 15 65
43GG2 40 5 20 100
123G45G 10 7 27 103
[54G3G]21 50 5 0 32 148
[1GG]234 20 3 -6 29 171
GG5 10 3 32 178
4GG5 10 4 36 184
[5432G]G 40 5 0 41 219
[1G234]5G 10 5 -2 44 226
54G3G2 40 -3 41 269
1G234G5 10 -3 38 282
4[GG]5 10 0 1 39 291
GG5 10 3 42 298
GG 10 2 44 306
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