Concept - Space Drag Racing
This is a draft concept; I'm looking to have discussions and take input in order to make this form of Space Drag Racing as awesome as possible. There will be some assumptions and presumptions on my part, so please bring it up! Doing so will also help me write an FAQ.
The space drag racing idea is an attempt at something "equivalent" to the real-world sport, because the buckyball format doesn't work with how it's actually done. Rather than being purely time-based, drag racing is normally a bracket competition that's run in head-to-head heats. Also drag racing is very fast, often requiring mechanical sensors to determine winners, but we're limited to a time granularity of 1 second.
Lastly, in real-world drag racing the cars and the mechanics who build/tune them are often more important than the driver. This is reflected by the fact that driver reaction time is measured separately from the vehicle's elapsed time in motion and essentially treated as a penalty to the vehicle's performance. So my space drag racing equivalent attempts to replicate all of that in a way that also gives us metrics with more granularity than just 1 second on the clock.
Racers must submit evidence for four heats, each with different requirements, and recorded in order. These must be completed within 15 minutes of starting heat 1. A score is generated for each heat based on the time submitted and how well that heat's requirements were met. The equation for this is:
score = time / jump ratio
where jump ratio is
distance travelled / jump range
The idea behind using jump ratios is to make the event as inclusive as possible among fast ships (as opposed to ships that jump far). You should find yourself fine-tuning your jump performance for the heat requirements and course options, not just utilizing someone else's already known solutions for raw distance.
From among the first heat's scores, the top 75% of pilots (not entries!) move to the second round (or the top 16 pilots, whichever is more). From the second heat's scores, the top 50% move to the third round (there will be at least 8). From the third heat's scores, the top 25% move to the final round (there will be at least 2). And finally, the best score in the last heat wins.
Racers may only submit evidence once per ship type, per race class. When multiple entries are submitted by a racer, they will be sorted first by their heat 1 scores, then heat 2 scores, then heat 3, and then 4.
If there are fewer than 16 racers the remaining slots for heat 2 will be filled with secondary entries, starting with the lowest-scoring pilots and working up the list. Obviously, pilots are encouraged to enter with multiple ship types. In the case of extreme ties, additional entries in the same class will also be used for tie-breakers.
If there is a tie for lowest qualifying score in a heat, and that tie stradles the line for moving to the next round, all pilots with that score move on. If there is a tie for highest score in the final round, tie-breakers will be evaluated in the following order:
- fastest time
- biggest jump ratio
- best score from heat 3
- best score from heat 2
- best score from heat 1
If there's still a tie, these steps are repeated for each pilot's next best entry in the same class, and then the next, and so on. If the pilots have the same number of entries and there's still a tie...then it's a tie and...edit: I never finished this because I'm not entirely sure what to do. Maybe it's okay for it to be a tie?
Ships can be Stock or Hot Rod class. Stock ships can only be outfitted with unmodified parts and cannot use synthesis. Hot Rods can be outfitted with Engineer-modified parts and may use synthesis for heats where it makes sense. Regardless of class, you cannot change your ships outfitting between heats.
As additional evidence to be submitted with entries, racers must include a GalMap screenshot for each heat with the Navigation tab open. The shot must show the racer in the start system and with their intended finish line selected. The distance to that finish line must be visible, and the Navigation tab be open, with Jump Data requirements for the heat being set, such as FSD Boost settings (see below).
Ships must start each heat with a full tank of fuel. As a modification to the standard Buckyball Racing Club rules for submitting evidence, launch times are taken from the Station Services screen, which must show that no fuel can be bought.
Because docking is not a requirement of drag racing, finish-line evidence is a screenshot of the GalMap, showing the racer in their chosen system.
REQUIREMENTS
Heat 1 - Very Far
- Jump as far as possible on a partial tank of fuel. This is an exception to the general requirement for full fuel tanks.
- A system cannot be used as the finish-line for this heat if it will be the same as a future heat.
- Scores are calculated based using the max FSD range of your partial tank.
Heat 2 - Very Close
- Jump to the closest system possible (which will be officially identified with the start-line system.)
- Scores are calculated using your base FSD range.
Heat 3 - Close
- Jump to the furthest system that is reachable in a single jump when using Economical Routes (which will be officially identified with the start-line system.)
- Scores are calculated using your base FSD range.
Heat 4 - Far
- Jump as far as possible on a full tank of fuel.
- Scores are calculated using your base FSD range.