Solving the development / R&D issue using TRNG

Hi everyone đź‘‹

I'm opening this thread to introduce a solution to the current issue that the game is facing when it comes to handling team development / R&D for current and next seasons, as explained by NeroBax in his video, the current system is flawed by the fact that each season, the game is not capable of generating enough randomness to produce challenges / randomness in the way other teams handles current season and next one.

So, how could we solve this issue?

Well, a solution might exist thanks to an algorithm called TRNG and a simple decision tree (call it a decision map, the goal is the same), so, how does it work?

Well, TRNG is a hardware based solution (not always but the most "secure way of doing it is at hardware level) but Frontiers can IMHO easily implement it at the software level, it can be easily implemented in the current game and battle-tested by the players in a few days.

First, Frontiers needs to implement TRNG, at a software level, it can be easily implemented using a random number generation, this is the trivial part as Unreal Engine already allows this, we can reduce the scope of generation to 1 -> 6 in order to emulate a dice roll, if needed, a call of this function in a loop could be added for more randomness.

Once generated, this "random seed" needs to be generated at the beginning of each season (this seed will be used until a next season rules update is voted to determine how teams handles the current regulation development), once the next season rules are voted and settled, a new seed is generated and applied to each team (outside the custom one on Create A Team mode), this new seed will be used in a simple matrice to determine how teams will handle the new rules:
  • If the seed is lower than 2 -> Current season development is maximized
  • If the seed is between 2 and 4 -> Status quo, a mix between current season and next one R&D is applied, the percentage can be determined randomly thanks to a random float generation method (Unreal already allows it)
  • If the seed if higher than 4 and up to 6 -> Focus on next season R&D
Thanks to this method, each team can "determine" how to handle current season / next one, this will introduce more randomness in the way teams handles car development and it can also be used to recruit drivers / staff members and more.

Keep in mind that this approach will requires to change some method calls / parameters handling in the game but at the end, it can introduce more randomness and a better handling of each season, this is not perfect but as the difficulty levels are not really well balanced, this approach could "solve many problems at once" by introducing some randomness and eventually allowing to remove the difficulty setting as some randomness will be naturally applied (if the difficulty setting should be kept, we can simply add more dice in the generation:
  • Easy -> One dice roll
  • Medium -> Three dice roll
  • Hard -> Six dice roll
This will introduce even more randomness as we trigger more and more possibilities thanks to more dice.

Well, that's enough for the topic, feel free to comment it and if someone from Frontier get through this thread and find something interesting to do, well, feel free to discuss about it, I'm always open to debate and discuss the way we can solve issues :)


Thanks again and have a great day.
 
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