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Subject: Another Pit Stop Variant rss

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Dirk DeWester
United States
Columbia Heights
Minnesota
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To prevent a car from actually gaining a positional advantage from a pit stop I'm considering trying this rule. It does require a little extra bookkeeping.

When pitting, a car will require 4-6 spaces of movement to perform the pit stop. On the black die, 1-6 is 4 spaces, 7-14 5 spaces, 15-20 6 spaces.

After landing in your pit square, subtract any remaining movement from your pit cost. For example, if you roll an 18, move 12 to get into your pits (leaving you with 6 movement) and roll an 18 for your pit "cost" you will have exactly 0 movement left and will remain in your pit. You would leave your pit stall next turn in 4th gear with no penalty.

If you don't have enought movement left to cover the cost of the pit stop you will have the remaining points "owed" subtracted from your next turn roll exiting the pits.

One additional movement point cost will be added for each wrench used in the pit stop.

Feedback from anyone that has tried anything similar would be much appreciated. Actually, any feedback at all is very welcome.

My general idea is to try to make pit stops have some variability in time but not a great deal left to chance and eliminate the situations where two cars even on the track and only one goes in the pits can roll the same and the car pitting will actually end up ahead with a lucky quick stop roll.
 
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Wally Jones
United States
Windermere
Florida
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Except you are taking out the advantages and disadvantages that pit-stops have in real racing.

Positions are gained and lost in the pits. That is racing.
 
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Dirk DeWester
United States
Columbia Heights
Minnesota
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Positions are never gained in racing by pitting and coming out ahead of a car you were even with before the pit stop. This can happen now in game and is a terrible rule. Not only can there be no time penalty for a stop as it is now but you can actually end up moving further in one turn if you pit.
 
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Niels Kjær
Denmark
Malling
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There are many examples in FD of things that do not make sense, when you consider a turn as 5 seconds (or so) of IRL racing, pitting is just one.

ALl house rules we apply are to make the game more appealing to our tastes, whether the direction is towards 'better' gameplay or feel.

An option could be to force pitting cars to stay one round in the pits, regardless of fast/slow stops.
On their inactive turn, fast stoppers roll the black die, and if succesful, move the few spaces they are allowed to.

The effect would be that you should always be faster if you do not pit (except when you are imitating a snail) and pitting will be more costly, lending favour to those who pit only once during a race.
 
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Jeff B
United States
Minneapolis
Minnesota
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We have modified the pit stop rules this way.

You enter the pits and make your stop. We give back all tire and fuel points. End of turn 1.

On your second turn you roll the black die to see if it was a quick stop. 1-10 is divided by two and you move that many spaces. 11-20 is a slow stop and you remain put.

On your third turn, you advance, but in 3rd gear, not 4th.

That has worked well for us.
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