SLOTerp wrote:Select three tracks for the next Grand Prix.
I love the idea of using some of the old Avalon Hill tracks, mostly because I haven't run most of them. In fact, I'm trying to start a local league just so I can try running a bunch of those.
However, I think you're right about the track not accomodating 12 racers. Most of those tracks were built for 6 players, not 12. That's the nice thing about Doug's tracks, and why we'll probably need to keep using them. Most of them were designed for 10-12 racers.
SLOTerp wrote:Decide on rules changes. For example, do we wish to use pit rules?
I've played with and without pit rules. They can be fun, but it will definitely affect how the build table is set up. I personally don't care either way.
SLOTerp wrote:...has anyone, ever, in the history of time, paid two points for 120?
Yes. I've seen it happen, and I've considered it strongly myself. It's not something you would often do, but there's a time and place for it.
SLOTerp wrote:Is 100 mph start speed too cheap or even too fast, period?
The only thing I want to point out as we start this discussion is this: The current build table was not arrived at overnight. It has been a process that's been underway for over 10 years now, and involved a lot of discussion between several of us. Looking at the table from 10 years ago, things are drastically different from what they are now.
So just some food for thought. We've modified that table over and over again to get to this point. We've had successes and failures, and many times have we introduced unintended consequences as we went, which we've had to correct for. Any change we make could have huge implications.
SLOTerp wrote:Here are some alternatives
In the first, 100 is not even an option. Problem is, I doubt anyone would ever pay 2 for 80 mph. The second choice makes 100 possible with a distinct two space advantage. It is at a high cost but some may opt for it.
The potential consequences of either of these changes would likely be to reduce the ability to build a race-from-the-front car like what Fabio enjoys racing. Here I'm talking about the pretty standard 40/40/140/100/24/9 car. This is a fun car to race as long as you can suffer through it's limitations. The thing about the car though is that it has to get out in front right away to compensate for the more limited engine. Then it uses its wear to stay there, and hope you can't catch it.
In the first option, that car can't be built. In the second, you'd have to give up skill to still build it. But the skill is critical for that car to get pole on the build, so you're still effectively killing the car.
I think what will happen here is that we'll see car designs become a little more standardized. It may not happen immediately, but people will realize that 60/60 acc/dec is your best expenditure of points, given the fact that everyone pretty much starts at the same speed. I mean, who would waste a build point when they can get the same effect by pushing with skill? If you get 1 3-chip and 3 1's with a build point, you can spend 2 skill on the push roll and wind up significantly richer in resources.
Start speed build points have to mean something. Your expenditure has got to get you an advantage, or your ignoring it has to cost you something.
All that said, I'm happy racing no matter what we do. I just think that the changes proposed would eventually lead to start speed not really being a thing you consider when designing. And if that's the case, why not remove it altogether?