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Proportional Car Repair !

Proportional vehicle repair ?

55.56% (10)
YES
44.44% (8)
NO
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medal 5891
22 days ago Translate
Please consider the possibility that the car can be repaired in proportion to the percentage of parts currently available.

For example, if I need 40 parts for a full repair but only have 20, then I should be able to repair 50% of the car with those 20 parts. If I am “short” on parts, each race requires more and more, so in the end I have to buy tokens to repair the car. 

I believe that proportional repair based on available parts would be fair.
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medal 6169
21 days ago

Adnan
Please consider the possibility that the car can be repaired in proportion to the percentage of parts currently available.

For example, if I need 40 parts for a full repair but only have 20, then I should be able to repair 50% of the car with those 20 parts. If I am “short” on parts, each race requires more and more, so in the end I have to buy tokens to repair the car. 

I believe that proportional repair based on available parts would be fair.



May I ask which level is your manufacturing building in hq?
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medal 5000
21 days ago (Last edited by Frank Thomas 21 days ago) Translate
Adnan
Please consider the possibility that the car can be repaired in proportion to the percentage of parts currently available.

For example, if I need 40 parts for a full repair but only have 20, then I should be able to repair 50% of the car with those 20 parts. If I am “short” on parts, each race requires more and more, so in the end I have to buy tokens to repair the car.

I believe that proportional repair based on available parts would be fair.

My Manufacturing Building is level X. I still think proportional repairs would be a fair improvement, especially when players don't have enough parts for a full repair.

Edit: A level X bot to post hidden links it seems...
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medal 6743
21 days ago

Slo
May I ask which level is your manufacturing building in hq?



What difference doest it make. IF i have parts awailable, then why i shoulnt be able to make some % fix of my car based on available parts.
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medal 6169
20 days ago (Last edited by Slo Bro 20 days ago)
Adnan
What difference doest it make. IF i have parts awailable, then why i shoulnt be able to make some % fix of my car based on available parts.


I see you race in a 1 car league so your manufacturing building must be greatly below your manager level for you to be able to run out of parts.

Running out of parts is the consequence of not upgrading the manufacturing building in hq. It’s a management game, so this is a penalty mechanism for the decision to not upgrade it. Or for the decision to spend tokens elsewhere.

What you ask now basically is for the penalty to be more lenient, be halved. It’s like getting a red card in football and asking for it to be turned into a yellow card. Which I don’t support. But that’s just me, my personal opinion, I don’t have any powers.
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medal 5891
17 days ago
Slo
I see you race in a 1 car league so your manufacturing building must be greatly below your manager level for you to be able to run out of parts.

Running out of parts is the consequence of not upgrading the manufacturing building in hq. It’s a management game, so this is a penalty mechanism for the decision to not upgrade it. Or for the decision to spend tokens elsewhere.

What you ask now basically is for the penalty to be more lenient, be halved. It’s like getting a red card in football and asking for it to be turned into a yellow card. Which I don’t support. But that’s just me, my personal opinion, I don’t have any powers.


I think you're missing my point.


Running out of parts is already the penalty by itself. The issue is that the current system doesn't allow players to use the parts they actually have.

If my car requires 40 parts for a full repair and I only have 20, why shouldn't I be able to repair 50% of the damage with those 20 parts? The penalty would still exist because my car would not be fully repaired and I would still suffer the performance consequences.

In real terms, if a car needs four new tyres and I only have two available, I can still replace two tyres. The car is not fully fixed, but it is in a better condition than before.
What I am suggesting is not reducing the penalty, but allowing partial use of available resources. The current system effectively treats 20 available parts and 0 available parts the same way, which doesn't seem logical from either a management or gameplay perspective.

Upgrading the manufacturing building would still be important because players who produce enough parts could fully repair their cars, while those who don't would only be able to repair them partially.
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medal 6169
17 days ago
Adnan
I think you're missing my point.


Running out of parts is already the penalty by itself. The issue is that the current system doesn't allow players to use the parts they actually have.

If my car requires 40 parts for a full repair and I only have 20, why shouldn't I be able to repair 50% of the damage with those 20 parts? The penalty would still exist because my car would not be fully repaired and I would still suffer the performance consequences.

In real terms, if a car needs four new tyres and I only have two available, I can still replace two tyres. The car is not fully fixed, but it is in a better condition than before.
What I am suggesting is not reducing the penalty, but allowing partial use of available resources. The current system effectively treats 20 available parts and 0 available parts the same way, which doesn't seem logical from either a management or gameplay perspective.

Upgrading the manufacturing building would still be important because players who produce enough parts could fully repair their cars, while those who don't would only be able to repair them partially.


I think you’re mistaken on how it actually works. 

Not fully repairing the car doesn’t have a pace consequence. The only impact it has, is when not repaired for a few races, it will break down mid race. If it doesn’t break down, there is no difference in pace between a fully repaired and a not repaired car. 

Partially repairing a car would only postpone the moment at which a car breaks down. You see what I mean about the red card and trying to change it to a yellow card? 
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medal 5891
16 days ago

Slo
I think you’re mistaken on how it actually works. 

Not fully repairing the car doesn’t have a pace consequence. The only impact it has, is when not repaired for a few races, it will break down mid race. If it doesn’t break down, there is no difference in pace between a fully repaired and a not repaired car. 

Partially repairing a car would only postpone the moment at which a car breaks down. You see what I mean about the red card and trying to change it to a yellow card? 



I understand the red card vs yellow card comparison, but I think that's where we disagree on what the actual penalty is. If the current mechanic is "all or nothing", then the real penalty isn't just the risk of a future breakdown—it's also the inability to use the resources that are available. A team with 20 spare parts is effectively treated the same as a team with 0 spare parts, which feels counterintuitive from both a management and realism perspective.

Even if partial repairs only delayed a breakdown and had no pace benefit, there would still be a meaningful strategic trade-off:

  • Teams with enough production can fully repair and eliminate the risk.

  • Teams with limited production can reduce the risk temporarily but not remove it.

  • Teams with no parts remain fully exposed.



That's not changing a red card into a yellow card; it's introducing degrees of mitigation based on available resources. The penalty still exists, because the team that cannot fully repair the car remains at a disadvantage compared to the team that can.

My point isn't that partial repairs should remove the consequence. It's that available parts should have some value instead of being unusable until the full repair requirement is met.


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medal 6169
16 days ago
Adnan
I understand the red card vs yellow card comparison, but I think that's where we disagree on what the actual penalty is. If the current mechanic is "all or nothing", then the real penalty isn't just the risk of a future breakdown—it's also the inability to use the resources that are available. A team with 20 spare parts is effectively treated the same as a team with 0 spare parts, which feels counterintuitive from both a management and realism perspective.

Even if partial repairs only delayed a breakdown and had no pace benefit, there would still be a meaningful strategic trade-off:

  • Teams with enough production can fully repair and eliminate the risk.

  • Teams with limited production can reduce the risk temporarily but not remove it.

  • Teams with no parts remain fully exposed.



That's not changing a red card into a yellow card; it's introducing degrees of mitigation based on available resources. The penalty still exists, because the team that cannot fully repair the car remains at a disadvantage compared to the team that can.

My point isn't that partial repairs should remove the consequence. It's that available parts should have some value instead of being unusable until the full repair requirement is met.


Teams with limited production would be able to keep running some races without the pace disadvantage. In my view that’s unfair competition against those who have sacrificed time and maybe tokens into the manufacturing building or in buying parts.


So let’s indeed agree to disagree 
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