![]() ![]() Each time also requires an effective leader, the better the their stats the better the performance of the car.Įverybody wants to be fairly compensated for their efforts so it’s the player’s responsibility to deal with contract negotiations as they arise throughout the season. Manufacturing – Reliability, average pit stop time, tire wearĪssigning more staff to a department improves the overall values of stats associated with that team, and facilities have to be expanded in order to accommodate more people.Design – Engine power, acceleration and braking potential.Aerodynamics – Influences top speed, weight, and cornering ability.These are the team facilities where all the R&D to improve car performance takes place with everything split into three simple categories aerodynamics, design, and manufacturing. Some of the more nuanced aspects are consolidated under a common theme just to simplify the gameplay a bit for players: Running a team is no simple feat as you have to constantly juggle driver and staff contracts, sponsorship opportunities, as well as R&D while considering the limited budget. With a few days of free time I decided to finally give it a shot and it’s actually very enjoyable as a time filler. I’ve had this game installed for quite a while now but haven’t really gotten around to playing it until now due to the brief break before London is released in FGO. ![]() IAP – Optional cash purchases, completely unnecessary for progression ![]()
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