A happy (or not) chance forced me to purchase Motorsport Manager – a bonus code for a discount as much as 50% on Steam. Apparently, the developers considered that the buyers of Football Manager 2017 are all excessively fans and car races.
Well, okay, I used the code, I got the game. Immediately at the beginning of his career, the game meets us vast and detailed learning. Given that the topic of car racing is alien to me – the training was met with joy and carefully studied. Thus, in the essence of management with your racing team, you delve into 20 minutes. At the same time, all aspects of your work are chewed on you popularly.
When I have already seen everything and know, training unobtrusively leaves you alone, manage the fate of the command entrusted to you. Depending on the chosen team, the game may seem difficult (as in my case with the Archer BRM team) and not very if you took the leader of the championship.
After the first few races, you immediately make plans: “Now I will develop new good details, develop tactics of racing in accordance with the capabilities of my car and will continue to go like clockwork”. And it seems that everything happens, but somehow not really. There are possibilities of racing tactics announced by developers, as well as the development of details to improve the car. Even the headquarters and infrastructure development is. It’s just not enough functions for this for this all happiness.
But let’s go in order. The first thing you join is a race, preparation for it and instructions to the riders. The first time training races and the development of the settings of the machine (in which we control three indicators – clamping force, controllability and speed modes – acceleration or speed on a straight line) pleases and it seems that now you will debug a car and even on the not -best car you can take a worthy place. In the next race, you think: “Well, now, now it will definitely turn out” and again move the levers in one direction or the other. But after half a season, it becomes clear that if these settings have the effect on the race and there is not too much. At least after 5-6 races I am tired of playing with settings and I started using the automatic training mode. Moreover, despite hiring good mechanics and riders, permissible limits of settings are very wide. And even the best mechanics do not reduce this zone for a more accurate determination of the desired tuning of the car.
There are few functions in the race. You can set the modes of the use of fuel and tires, in more aggressive modes, the racer tries to overtake using the car to the maximum, to the neatly – spare the car to the detriment of the results. The engine is very realistic with aggressive use of fuel and maximum overtaking. On the pit stops, you can replace the tire, add fuel or repair damaged spare parts. Ideally, this will help your rider add speed on the track. But in practice, the AI comes to the finish by the first with a minimum of pit stops, on worn tires and with a steaming engine, and your miracle-piercer with repaired details and new tires cannot overtake it, although it goes to the end. But they can roll back to several positions just before the finish. I had such an incident on the highway – the engine was worn out, I was already in the red zone with an indicator of 17%, I watched the whole circle to wear the repair with even greater drop in the strength, but suddenly, right from 17%, my car leaves the route with a breakdown with a breakdown. Although before that the fall was proportional.
So there are functions uk-casino-club.co.uk of driving and a car, but they are critical. Adjust the 3 tunes of the car, give two indications of the race, and conduct 2-3 timely or not very pita-stop. That’s all the possibilities to influence the race. So, with weak carriers and riders, do not wait for special results. Although, running in front of, by some miracle, I managed to win the European league with a team after three seasons, with 8 in power of the car. Fans of the same FM in which you can control the behavior of each player on the field in detail will be extremely disappointed.
The second thing the player will go to improve the car. Everything is also very interesting here, at first you can create an average part with one new spare part. This can be an improvement in the strength, power of the part or additional nishtyaki from mechanics, sometimes even with the risk of violation of the rules. Created an average detail – you can create a good, after it excellent, then legendary, and after generally an epic detail. There is already more expanse, if not for a couple of "but". Each detail is created with a possible maximum limit of improvement (that is, the power can still be improved), not at the maximum level of strength (which in itself is strange – the detail is new). And most importantly and my favorite “but” – the achievements of mechanics and details at the end of the season burn. Just burn like a negligent tourist on the hot sun of Turkey.
I would like to consider this moment in more detail. During the season, you can create details for the car, improve it, make plans for the next season, and then stay with nothing. At least it was with me. And it would be okay to justify this by the fact that at the beginning of each season we build a new chassis for the car and the old spare parts are not suitable there. But the achievements also burn out. That is, a mechanic who created an epic detail for us last season, in the new season should start all over again – medium, good, excellent … and so on, and this takes a whole bunch of time. And in every season the same nonsense. As a result, all the desire to play disappears due to this jamb.
Personnel are very similar to FM – you are looking for riders on the list, send your employee to study and after a couple of weeks you have a report on all the qualities of the rider. The same with mechanics – only they do not need to be studied, all the parameters are known immediately. Total personnel 3 – chief designer and two racing mechanics. You cannot change scout, there are no other posts in principle. Real diamonds come across among riders, especially if you improve the headquarters in this vein-sometimes you can find a 16-year-old racer who is cooler than many 30-year-olds. I wonder how they are allowed to the track and whether they have rights?
The widest selection of headquarters. There is a whole range of improved buildings that are responsible for different spheres – for the possibility of creating excellent and above details, for weekly pumping skills from riders, for improving profit, for the number of riders and others available for hiring and others. Only they are very expensive, for many teams you will have to save on details all season to build 1-2 new buildings. And the benefits of them are small, if you figure it out.
Finances can be obtained primarily from the sponsors, which we choose ourselves depending on the market value of the team and racers. The higher it is, the best sponsors will offer you contracts. Depending on the conditions, they will pay different amounts for each race. Also for the race you will give a certain amount of the chairman. Sometimes there will be all sorts of dilemmas in which you will have to either spend, or get a certain amount. At the end of the season, they still pay prize and the amount for the new car the next season. Everything, it is impossible to sell pilots, and for their dismissal you will have to pay a tidy amount. So, with the choice of your staff, be careful.
Actually, these are all the functions of managing the team. As you can see, there are many times less than in FM, and many of the functions directly migrated here from their football colleague. The graphics also inherited from the "older brother". Just not the football players are running, but the car rides. It has become more difficult to earn money, it is no longer possible to just sell your best football player/racer and cut down the amount, only sponsors give tangible injections, but the costs are constantly growing. So you want to take good places – be ready to spend good money. I was also personally upset by the fact that when I was released from the race of both racers – the race does not end and the results are not considered automatically. Both car crashed at the beginning of the race – sit and wait until the rest finish. But you can go drink tea.
As a result – the product is very curious and promising, but at the moment very, very raw. Management functions are not enough, they are not too significant. Staff – also few. Riders want a salary of half the budget. And the development of new details from scratch every season, even if you have the best mechanic, is generally the main shortage of the game.
There are different bugs, for example, at the beginning of the new season, my car with chassis for 30 million bucks with 2-3 out of 5 possible stars in each area was the last in terms of power in statistics, and when I went to the team from 2 in the capacity of the car in the same season, they had a chassis with … 1.5 stars. But these car were many times more powerful. What is the logic – I still did not understand.
So, if you understand cars, love formulas and are fans of a variety of managers – then "WelCome". But be prepared for the fact that the monotonous gameplay will get tired by the end of the first season. I advise everyone else not to rush with the purchase and wait until the Sega works out its product to the level of the heir to Football Manager.
