#Add an "effective rq" rating on cars when placing them on tracks

5 messages · Page 1 of 1 (latest)

urban yarrow
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There is a lot of confusion for new players why a certain car beats the other despite being lower rq. This suggestion will benefit all though, and it aims to give you relevant data for the track.

A car's RQ is based on multiple tracks, some will cause its rq to go up and others will cause it to go down, but the end result is a normalised RQ. When placing a car down onto a track you will know whether that track contributed to driving the car's RQ up or down, so highlight the cars RQ as green or red.

For example placing a dragster on a drag track will have its rq turn green, placing it on slalom will turn it red. Placing on some thing relatively neutral like fast circuit will keep it white. This is a much tamer suggestion than I actually wanted, ultimately I would have loved if the RQ of the car accurately changed to reflect the true RQ of the car had that track been the only one used to make the calculation, but unfortunately I don't believe hutch can implement that.

vast nacelle
#

Maybe your car is red, but the opponent car is red as well with a worst contribution. Player wins.
Maybe your rq saver is green, opponent is red but in an higher rq range. Player loses.
I think this would be a total confusion more than it could help a new player.

I understand you meant to see just player side, but one must expect player can shuffle its deck to try different hands: "opponent has that nice rq52 on a drag, let's try it to see its color".

I agree they are not able to implement that. Why they would anyway? They are ignoring old quality of life implementations. Then don't, they shouldn't. Everytime they modify here, they broke two random stuffs somewhere else. 😅 🤣

urban yarrow
deft lantern
urban yarrow