Motorsport Manager, or MM, is a decent little strategy game. It reminded me of modern X-COM for it's shifting gameplay style between in-race strategy and tactics, and headquarters management. In-race, you available actions are engine mode, driving style and pit stop commands for each of your drivers. They'll look after the driving but do need to be prompted to make 'good' decisions. For instance, most tracks have bad corners for attempting an overtake, and your drivers won't know the difference. They'll quite merrily put the car off the racing line and keep it there, attempting to overtake through corner after corner if you ask them too. You have to be active with these modes as the opposition will do stuff like push a little from behind to attempt an overtake of their own, and you'll need to respond to them by increasing speed or cornering a little in order to keep them behind. I wound up using two sets of keyboard shortcuts for changing modes, and would periodically switch view between the two cars to see if they needed to push or defend. Don't get me wrong, this isn't mechanically intensive like an RTS might be with >100 APM; MM is more like 10-20 APM. Your attention will be divided between the two racers and you'll want to be switching between them regularly. Back at headquarters, the game is very much like X-COM. Your ultimate goal is to not get fired and you do this through your chairman's morale stat. If you overspend, perform worse than agreed upon in races, or represent the team poorly in the press, his or her morale will drop and you'll get the boot. You can, but don't have: replace you drivers; promote/demote your drivers; replace your chief mechanics; replace your chief designer; build parts for your cars; improve your cars' performance or reliability; scout drivers; agree sponsors (some with caveats for payout); build facilities; vote for next season's rules. Voting for rules was the biggest boon. Over successive seasons I managed to turn the league into a nearly fully spec-parts only league, meaning everything on the car was equal for all teams aside from suspension. To facilitate this process, I banked votes by abstaining (which roll over seasons), and paid the corrupt head of the governing body for proposed rule changes to be put to the vote that would either bring about the spec-parts only future I'd dreamt up or were Machiavellian enough that the other teams would waste their banked votes trying to defeat it! Mwa-ha-ha-hh-ahem... On the facilities side of things, you can upgrade various buildings to make your team better. The most immediate improvement is a weather centre, which will give you forecasting in races. The default info is around 1/4 race distance, and each improvement to the building grants you another 1/4 weather information in-race. Similarly, the scouting facility is quite immediate, and will show you previously hidden and slightly better quality drivers that have slipped under the radar of the other teams. Every pre-season, on the first day, a group of new drivers will emerge in the scout's books. Teams will snap them up as reserves quickly, often sight-unseen. However if you have the scouting centre upgrade you get a few (~4) additional drivers to pick from. Other, more straightforward, facilities offer additional tiers of improvement to your car's parts. You can build a "Good" engine with no additional HQ investment, or you can unlock "Great" engines if you upgrade the factory and build a test track. There are 6 facilities for parts, and each need one of the 2 core installations that will limit all else, the factory and the design centre. Upgrading these facilities is a multiple seasons-long endeavour (hence why I was so keen on spec-parts only rules while I built up my HQ!) The rate at which you can build up really depends on how much money you can make with what you have right now. You'll eventually get prize money for the constructors championship, and you'll periodically get money from sponsors, but aside from those exceptions, your main source of capital is decided at the start of the year and comes from the chairman. You can employ Pay Drivers (drivers with sponsors that will pay you to put their man/woman in races or practice sessions) and this will alleviate one of your biggest expenses. You can shop around for bargain staff by finding good people who say they aren't bothered by salary or signing bonus. You can arrange your drivers as No.1 and No.2, which will save you a few bob on producing equal quality parts. No.1 drivers get angry if their cars aren't better than their teammate's, which leads to low morale. Low morale leads to poor on-track performance, which leads to missed sponsor payouts and lower points yield in the championship, which leads to less money for reinvestment, an upset chairman, and ultimately getting fired. The game isn't without it's flaws. It's not supported any longer so anything about the game that is undesirable is stuck this way. There is a modding scene of sorts. A few dedicated souls put out mods that tinker with game balance and visual stuff and release yearly roster updates for F1 but I couldn't find any that addressed AI behaviour and scripting specifically. The biggest problem by far is related to pit lane exits and overtaking. Cars will kind of lock-onto a rival and then apply their behaviour to them so if you are overtaking a car that is also overtaking another, your car will get stuck the 2nd while the car you were attacking overtakes it. They aren't intelligent enough to slingshot both cars or following the target until both are passed the 2nd car. Similarly, the cars will get stuck on much slower cars returning to the track or leaving the pit lane. This is a huge bummer as it often completely wrecks races. Rather than simply driving around slow cars, your drivers will either slow right down or simply slam into the back of them. Unfortunately, I've not found a mod that edits this behaviour, which leaves only a few options with how to deal with it. Putting your drivers into overtake mode helps occasionally - I've seen my cars react in time to move a little and then partially clip through the other cars as they go passed. You can always ensure to pit your drivers in reverse so there is one less potential collision to worry about. You can always pick to drive long stints, so that the other drivers are always behind you on track, and pick hard compound tyre for the same reason, but being forced into a decision like this kinda takes the whole strategy element thing out of the race. Don't get me wrong, it's the same for all the AI drivers - the big difference is I'm not upset when it happens to them, and given that it does happen to them too, I suppose the problem is the immersion the game does such a fine job of creating in all other aspects. When your little AI guy or gal is having a storming race, it's hard not to get invested. When their probable podium is prematurely precluded by a stupid design bug, it makes someone want to write a plausibly positive review more than experience the disappointment one more time. In conclusion. Motorsport Manager is a decent little time-sink. The dual gameplay modes of racing and management that worked so well for X-COM, works well here. You can get entirely invested in big picture, long term strategising one minute, and fast paced tactical decision making in races the next. It's definitely worth a look.
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