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 Rules of the game

Below are the rules of the game for the 2006-2015 seasons.
The only difference in the scoring system:

2014: 25-18-15-12-10-8-6-4-2-1 (Grand Prix of Abu Dhabi 50-36-30-24-20-16-12-8-4-2)
2010-2013: 25-18-15-12-10-8-6-4-2-1
2006-2009: 10-8-6-5-4-3-2-1

The list of rules may seem long, but, in fact, enough to hold one game stage, holding the hand listing rules, and in the future will not be distracted from the game.

1. Rules

1.1 Movement

1.2 Braking

1.3 Steering

1.4 Track

1.5 Failures and faults

1.6 Collisions and crashes

1.7 Number of players

1.8 Game Table

 

2. Qualifying Session

3. Race

4. Rain conditions

 

1.1 Movement

Move in the game is performed on the die roll, the movement of the car (chips) on the appropriate number of cells. This amount is made up of two components: permanent and variable.
- Permanent - depends on the actual speed ratio of pilots in each race.

- Variable - equal to the number of points the rolled dice. In this game, it reflects the human factor, the level of success of the pilot actions in this course as well as the element of chance, which is definitely present in a complex sport.

Movement can be performed in four ways:
- maximum speed
- mid-braking
- full-braking
- start

 

S=V+n

 

or

 

S=V+n - 3

 

or

 

S=V+n – 6

 

or

 

S=a+n,

S – «ход», the number of cells on which the car moves (chips)
V – «speed of the car», permanent component, which can not change within the same race. Depends on the ratio of the speed of the pilots in the real championship. The value is taken from the table on the game site. Can be from 5 to 7
n – «skill of the pilot and the element of chance» - the number had fallen on the cube, from 1 to 6.
a – «speed at the start», equal to 1 in the first step, 2 - the second, etc. Number of turns of each pilot in the "start" is different and depends on the ratio of the speed of the pilots in the real championship. The value is taken from the table on the game site. Applies only at the start of the race and qualifying. After a missed step or step on the dice is not applicable. Can be from 1 to 5.
«-3» - «mid-braking»
«-6» - «full-braking»

Terms of braking the same for all cars and drivers.

Parameters "start / speed" at each pilot (even on the same team) individual, but of course there may be equal
These parameters are indicated by a slash:

example: ROS=2/6, VET=1/7, CHI=3/5:

then their moves in the race would look like (gray marked acceleration - moves in the "start"-mode):

driver 1st step 2nd step 3rd step 4th step and next one  
ROS 1+n 2+n 6+n 6+n  
VET 1+n 7+n 7+n 7+n  
CHI 1+n 2+n 3+n 5+n  
           

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1.2 Braking

To reduce speed or stop the player can reduce the "move" (S) 3 or 6 cell, in its sole discretion. Selected deceleration after throwing dice and consideration of all possible trajectories.
In cars outsiders V = 5, if the cube falls n = 1, then "move" will be S = 5 + 1 = 6. You can choose full braking "- 6" and then the car will not pass any one cell, that is, in fact, remain in place, will miss a move. In the next step, thus, do not need to "start" (as the beginning of the game) - "move" is S = V + n.
Braking can be used independently of the path and the same in all directions.

 

 

pic.1.2.1

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1.3 Steering

Car in the game can change the trajectory 1 time in 1 step
The change may be on the path 45deg. and 90deg., relative to the initial trajectory.
Change point of the trajectory can be located anywhere in the path.
Start path can be any of the parties (with the exception of "against traffic"). Orientation of the car (chips) inside the cell does not matter - that is, the game chip for readability positioned horizontally usually

 

pic.1.3.1

 

pic.1.3.2

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1.4 Track

The track is a playing field with the tagged cells for steps with a configuration similar to the conventionally real track.
On the track shows the starting line. Starting positions at the start of the race cars are arranged in two rows in a checkerboard pattern for the pole. The starting line is the finish line and that the car must cross to complete the circle (the race).
On tracks where the starting line is not enough for all cars, applied continuation starting line - it is located the other race cars to start the race. On some tracks starting positions are located outside the home straight in the corners, but the gap from pole position in this case also corresponds to the location on the straight.

 

pic.1.4.1

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1.5 Failures and faults

In the race after every move (including acceleration) checked "failure." After completion of the step (the car has already put on the cage) rolls:

- a roll n = 6 - the ideal condition of the car, the player can move it further for 1 cell in any direction, regardless of the path of the previous move (except "against the motion"). Or do not move.
- A roll of n = 2, ... 5 - the state of the car is OK, nothing happens.
- A roll of n = 1, it is necessary to throw the dice as many times as specified in the combination of "Fault" (including the first throw with n = 1). The value is given in combination game table and corresponds to the (relative) level of reliability in real race cars.
If you had the combination shown in the table - the car is damaged, the pilot is eliminated.
If the last roll of dice in combination has not dropped the figure corresponding to a descent - in this case, the small car malfunction. Is one more throw dice to determine the scale of damage: n = 1 ... 6 - the car moves back severely on its path to the appropriate number of cells (but not more than the previous course: if the step was made on 4 cells, and fell to the breaking "-6" cell, then the car is moved by only 4 cells)

 

During qualifying no fault

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1.6 Collisions and crashes

During the race, an accident could occur in two forms:

- when a collision with another car inevitable:

 

pic.1.6.1

- when it is possible to avoid a collision just come out of the track:

 

pic.1.6.2

In the second case it is necessary to choose - to avoid a clash with a rival, or fly off the track. The choice is made on the cube: n = 1 ... 3 - collision, n = 4 ... 6 - departures.
If you have to clash, you must select the affected car lots on the cube.
Pilot taking off outside the track:

1. Eliminated from the race, or

2. Skips the next step, or

3. Executes the next step only on the number of cells on the cube

Selecting depends on the track and range of the removal of the pilot. All tracks in the game are divided into 3 categories - on the severity of the consequences when setting out the pilot.

The first category - tracks like Monaco, Singapore. Second - as Suzuka, Spa. Third - modern tracks with a wide safety zones.

On the tracks of the first category - even crash on 1 cells leads to eliminated. In the second category - or eliminated, or skip a single step. - The third - one of the three options listed above.

In a collision with another car - will be faced consequences for the 3 versions - as in the removal of the track of the third category.
Car, which crashed your pilot, just checked the consequences, but regardless of the severity of the collision - on the cube. For n = 1 - skip a single step, with n = 2..3 - to move the cube, with n = 4..6 - no effect.

For any collision / departure breakage checked one more time later. One difference - if the fault corresponds to the movement of the affected vehicle back, instead decreases its next move, the number of cells on the cube. And if you had the fault n = 6 - in this case does not provide an additional step for 1 cell.

When a situation arises in the race that the player can make a move to block another opponent and cause an accident, but there is the option of a longer step without blocking - the choice is made at the request of the player, but there is a risk of getting hit by a locked car and lose speed (skip stroke or retire) in the next step.

Collisions with other cars are not allowed, if it is possible to bypass or slow down (up to a full stop)

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1.7 Number of players

In "FormulaGame" can play from 1 to 22 people. The upper limit of the number of players corresponds to the number of pilots real current championship or that championship being played

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1.8 Game tables

The game uses 4 types of tables:
- for qualifying session
- for race
- for driver's standing
- for team's standing

In the qualifying table recorded every step and the final lap time. In Table racing pilots are located, respectively, the results of the qualification. Just recorded every step in the race, retire, retire reason.

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2. Qualifying session

Speed parameters (V and a) cars in qualifying based on the results of the qualification round of the same real championship.
In the game with one qualification attempt in 1 lap. Heats in three segments. But in each segment involves only pilots who have not passed to the next part of the real qualifying session. Thus, in the game the same qualifications eliminated pilots, as in the real one. In the game, only the pilots are fighting for a place in its segment:

Q1 - qualify and get starting positions pilots who have not passed in Q2 real stage
Q2 - qualify and get starting positions pilots who have not passed in Q3
Q3 - qualify and receive starting position c 1st to 10th ten pilots passed Q3

Failure in qualifying did not happen.
Went off the track and retire in qualifying unlikely, but in this case the pilot gets the last starting position in this segment. If one segment occurred to retire in two or more drivers - starting positions are distributed among them on the basis of past real championship.
Start drivers one by one, from pole position. The driver passes completely one lap and gets test time.
Lap time is calculated as follows:
- Minutes - is the number of moves made by the car, to overcome one circle and cross the start-finish line.
- Seconds - determined by subtracting from 60 the number of cells after the finish line
- Thousandths of a second - three dice rolls are calculated, respectively, in the range of thousandths of a game from 0.111 to 0.666, which is sufficient to differentiate the results. For greater visual appeal of the results, you can use a cube with 10 faces
Obviously, the range of values of time slot is not completely similar to the real ones. Their purpose - to distribute the position at the start of the race.
Considered the last step when the car crossed the finish line (and not stop on it!)

 

 

pic.2.1

Each step of the qualification stated in the table "Qualification". It also recorded the results of each pilot. The sequence of races drivers in qualifying based on the position of the teams in the Constructors' Championship on real results of the last season. Fun starts with the qualification of outsiders, speed will increase in the course.
On the basis of qualifications are defined starting position and sequence of moves. In this way the drivers entered in the table "race" cars on the grid line up starting from pole position in a checkerboard pattern in 2 rows (two middle rows of the starting line).
In the case where the whole back of the field does not fit within the route, starting straight line extended.
While playing the qualifications of about 1-1.5 hours
Chance of a shortened version - not to play in the qualification, and take its results - the position of the pilots at the start of the real stage.

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3. Race

In the race, the cars will start in the order of location on the grid (on the basis of qualifications)
Subsequent steps are performed on the table "Race", which shows the order of moves and speed parameters of the car. During the race in this table have to record every move, retired drivers and finishers.
The finish is considered to be crossing the finish line. This takes into account only the order of finish, no matter how far the car drove over the finish line.
The race takes place in 1 lap. Time 1-1.5 hours. If necessary, stop the game can take a snapshot of all the cars on the track and continue later.

In "FormulaGame" during the game do not reflect the impact of tire wear, no pit stops, but there is the weather factor.

Points system: 25-18-15-12-10-8-6-4-2-1 (from the 2010 season).
In the 2014 season at the race in Abu Dhabi: 50-36-30-24-20-16-12-8-4-2

 

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4.Rain conditions

Condition (humidity) track in the game is determined before the start of the races on the basis of conditions in a real race, and is taken from the table on our website. No unpredictability of the weather factor in the game. However, there is no in-game pit stops. Change of tires in the game happens automatically, but rain tires significantly changes the game drivability, which adds a variety of game and several stage increases the chances of teams outsiders.
Intermediate tires (INT) - deteriorating braking (there is only "3")
Rain tires (WET) - degrades braking (there is only "- 3") and control (does not change the trajectory of a right angle - just diagonally)

If the start is held at an intermediate or rain tires - for all cars parameter acceleration is taken not less than a = 3 (or more, if dry conditions for this option so more "3"), which gives a chance to "middle peasants" and outsiders to impose the struggle leaders at least at the beginning of the race. The game is considered to be the start of only the first step. If the gaming table on rain tires drivers are driven only from the second step (and beyond), the parameter of acceleration for all drivers is basic, "dry"

"Rain" rules apply equally and for the race, and for the qualification.
Each segment (Q1, Q2, Q3) is carried out in one type of the tire (which is specified in the gaming table)
In the race tire type may vary according to the actual Grand Prix. The procedure for changing tires on the moves in the game specified in the gaming table. All drivers in the game every step of doing the same type of tire.

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