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  • FG: Nascar XII Sign up Thread

    For anyone interested in finding out what happened in NASCAR XI the link is here.

    A fun forum Game with regular players, new blood drivers always welcome!

    As winner of the last game tradition dictates that I GM the next one, however given my desire not to GM I have asked for volunteers and snoopy369 has generously offered to fill in as gm if no one else wants to.

    Therefore if anyone else wants to GM please step up, otherwise I would happily cede my duties to snoopy.

    If you just want to race that is good too, sign up here!!

    The rules have changed slightly over the last few games with sand bombs, pitt stops, car specials to go with some of the current and former features including sand traps, jumps, oil slicks and more turns then you can count.

    Please check out a previous thread for infomation on the exact rules, but they will also be posted by the GM of the next game in the starting thread.

    __________________________________

    Nascar XII

    GM: snoopy369

    Players:
    rah
    Sparrowhawk
    Kassiopeia
    gjramsey
    Spaced Cowboy
    Jonny
    Last edited by Sparrowhawk; November 9, 2005, 01:17.
    "Clearly I'm missing the thread some of where the NFL actually is." - Ben Kenobi on his NFL knowledge

  • #2
    Cake and grief counseling will be available at the conclusion of the test. Thank you for helping us help you help us all!

    Comment


    • #3
      (Test... This is a test of the Track Creation System. This is only a test.)
      Code:
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      70----+----+----+----+----+----+----+----+----+----+
      Last edited by snoopy369; November 7, 2005, 03:36.
      <Reverend> IRC is just multiplayer notepad.
      I like your SNOOPY POSTER! - While you Wait quote.

      Comment


      • #4
        Have to say I hate how ascii elongates the track ... Rah's looked ovular, but was actually quite circular (70x70); mine is 70x50, and that makes it look horribly elongated. Bah, maybe this one needs to be shrunk and/or widened ... wanted to make a shorter track, though, as I threw a few more slow-downs than rah did in there ...

        Any thoughts other than that btw?
        <Reverend> IRC is just multiplayer notepad.
        I like your SNOOPY POSTER! - While you Wait quote.

        Comment


        • #5
          IF there are more sand bombs, you might want to widen the track just a touch. Two wide will cause more crashes and blockages.

          And a track like this will force almost everyone to take a sway bar car.
          It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
          RIP Tony Bogey & Baron O

          Comment


          • #6
            Me, me, me!!!

            Comment


            • #7
              In!
              We're sorry, the voices in my head are not available at this time. Please try back again soon.

              Comment


              • #8
                Try 2. I didn't widen the long 2-wide curve, because that would make the curve pointlessly easy for turbo ... but widened other areas (including the track itself). You'll notice there are 3 "option" areas. The bottom one is probably pointless, just for looks (I can't see any benefit to taking it, anyway); the top 2 are to make this track turbo-compatible while still penalizing them in some way (as there's the superhuge curveway that will be a huge benefit to turbo on the southeastern side). The left one is a fixed sand trap alley, which may end up being used by both groups - it's a way to slow down for the 3-curve in that corner, if you need it; it's also a way for turbo to save a wildcard at the expense of a few speed. The right one allows turbos to save a few wildcards, but is the obvious place to throw a few sandbags as it's only 1 wide for a long duration.

                I suggest modifying sandbags a bit. Basically, giving 4 sandbags for every lap complete, and a maximum of 10 sandbags total - if you have 8, and complete a lap, you go up to 10. You also get +2 sandbags (still max 10) for each pit-stop. (You'd start with 4 sandbags as well, for a max-game total of 16+2/pit.)

                I'd also like to suggest eliminating 'Performance', as that car hasn't performed well, and replacing it by upping Turbo by 2 "max speed" (initial), and upping Sway by 1 WC. (Thoughts?)

                Code:
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                70----+----+----+----+----+----+----+----+----+----+----+----+
                <Reverend> IRC is just multiplayer notepad.
                I like your SNOOPY POSTER! - While you Wait quote.

                Comment


                • #9
                  Another possibility, I think I like this one better - only a slight change, in the SW corner. Makes that 'option' useful for turbo (and again sandbaggable).

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                  70----+----+----+----+----+----+----+----+----+----+----+----+
                  <Reverend> IRC is just multiplayer notepad.
                  I like your SNOOPY POSTER! - While you Wait quote.

                  Comment


                  • #10
                    Wouldn't everyone take the 'Option' rather then having to do the turns?? (I think I would)

                    /me
                    "Clearly I'm missing the thread some of where the NFL actually is." - Ben Kenobi on his NFL knowledge

                    Comment


                    • #11
                      The theory is that the 'option' will be sandbagged It's only 1 wide, so an easy target, and 3-4 sandbags (as many as 8 in the south option!) can really put a dent in your day ...

                      Sway people get no advantage from the 'option', so they'd skip it.
                      <Reverend> IRC is just multiplayer notepad.
                      I like your SNOOPY POSTER! - While you Wait quote.

                      Comment


                      • #12
                        Too cluttered.
                        But I still see too many turns requiring either perfect timing or WCs. Everyone will be sway.
                        I'm not a fan of optional paths on the track.

                        But I love more Sand Bags
                        and good idea having a max so people will use some every lap and not hoard till the final lap.
                        It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
                        RIP Tony Bogey & Baron O

                        Comment


                        • #13
                          Originally posted by rah
                          Too cluttered.
                          But I still see too many turns requiring either perfect timing or WCs. Everyone will be sway.
                          I'm not a fan of optional paths on the track.

                          But I love more Sand Bags
                          and good idea having a max so people will use some every lap and not hoard till the final lap.
                          You'd think so ... but I ran a test of the first lap (max 12). Sway had to use 1 WC to match a 3 WC run by turbo - and that's at 12 max speed, which turbo reached right away. Up the max speed to 15 even and turbo runs away with it. (Using only 2 WCs by turbo, btw, allows Turbo to lose by 1 to a non-wc sway, but again upping max speed to 15, Turbo kills sway.)

                          There are only 2 WC required spots - and on one of them, it's a 3-turn (northwest corner), so even sway will have to time it right or slow down. In fact, the 12-max test ended up with sway having far better timing than turbo, allowing it to keep up the whole way.
                          <Reverend> IRC is just multiplayer notepad.
                          I like your SNOOPY POSTER! - While you Wait quote.

                          Comment


                          • #14
                            One other idea, btw, is 'goodie bags' (ie barb huts, in civ speak) ... randomly strewn across the track (well, randomly-by-me, so maybe not entirely random ) - maybe 10 of them per lap, or something - and they can either be bonuses (+1 to speed, +1 WC, +1 SB, +1 Max Speed) or negatives (oil, sand bag, -1 max speed). Maybe a 2/3 chance of positive or something; and carefully placed in non-purely optimal locations (ie not on optional paths or anything else like that, where the leader will clearly pass over them), so you have to lose a space or two to chance them. Many video-game racing games have things like this (ie mario kart) and they can add a bit of chance and fun to the game...
                            <Reverend> IRC is just multiplayer notepad.
                            I like your SNOOPY POSTER! - While you Wait quote.

                            Comment


                            • #15
                              Interesting concept. Could add some additional entertainment, but I would not have oil as an option since it could knock someone out of the race for all practical purposes. Too extreme of a penalty which if it happens too early in the race could kill interest.

                              Think Jonny and Kass last race, even though they were penalized for crashes early, kept interest, and if the race had gone a few more turns, they could have still won.

                              I wouldn't make people have to go out of the way to find them. (go many extra spaces) since with sand bombs there are enough people not always on the optimal path.
                              It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
                              RIP Tony Bogey & Baron O

                              Comment

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