Author Topic: Staff  (Read 6669 times)

Aurora_Australis

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Staff
« on: February 21, 2013, 01:02:39 pm »
(note: everything is stolen from the Spanish forum, or the doubts thread [now Ask Anything], or Pantani, or the Dutch, or somewhere else)

These two pages contains basic staff information.  I won't repeat what's there.
http://www.cyclingforfun.org/cff/tecnicos.php
http://www.cyclingforfun.org/cff/ayudaeng.php
Most of what's below is more technical information which has been made public.


* Hiring & Firing *

* You may hire staff members at any time. The staff market has new available staff appearing 6 times a day (every four hours starting from 0:38AM); with those not hired within a day disappearing.
* Firing a staff member costs the following
1st division: 30 weeks of sacked staff member wages
2nd division: 15 weeks wages
3rd division: 10 weeks wages
4th division: 7.5 weeks wages

* However between seasons, you can fire a staff member for free.  The season finishes on a Friday 8:00 P.M (after race 118). The game updates at 00:00 A.M. From this moment till the next Monday at 5:00 A.M (when the new season starts), it costs zero to fire your staff.
*Staff Retires at age 65


* Doctor & Masseur *
* Cumulative Fatigue & Health Loss*

* HEALTH POINT LOSS TO COMPETE
With no doctor or masseur, your cyclist will lose 20 health points with every stage he races.  This makes a doctor's & masseur's combined cumulative fatigue score extremely important.  Their combined score in this area will reduce race health loss by the amounts below.

00 to 05           06 to 15         16 to 25         26 to 35         36 to 45      46 to 55   
    -20                    -19                  -18                  -17                  -16               -15
56 to 65           66 to 75          76 to 85         86 to 95         96 to 105
    -14                    -13                  -12                  -11                  -10
106 to 115     116 to 125     126 to 135     136 to 145     146 to 155
        -9                    -8                    -7                    -6                    -5
156 to 165     166 to 175     176 to 185     186 to 194     195 to 202
        -4                    -3                    -2                    -1                     -0
 
Therefore, if the sum of doctor-masseur fatigue is greater than 194, your cyclist doesn't lose health when competing (Note: Can personally confirm that 99 & 96 = 0 health loss in races).


* Recovery & Health Gain *

* HEALTH GAIN POINTS TO REST
With no doctor or masseur, your cyclist will gain 10 health points with every training session he rests from.  A doctor's & masseur's combined recovery score will increase this by the amounts below.

  00 to 09         10 to 29         30 to 49          50 to 69          70 to 89       90 to 109   
     +10                +11                  +12                  +13                  +14               +15
110 to 129     130 to 149     150 to 169     170 to 189     190 to 202
     +16                 +17                  +18                 +19                  +20

(Note: health doesn't affect training effectiveness - only race effectiveness)


* Form *

* Cyclist's Form with no doctor or masseur
- Less than 5 stages will be raced with 90 form.
- 5 to 14 = 93 form
- From 15 to 24 = 100 form
- 25 to 34 = 92 form
- From 35 to 44 = 87 form
- From 45 to 54 = 82 form
- More than 54 = 75 form

(note : form under 90 will reduce training effectiveness)

* Form Gain
A doctor's & masseur's form benefit is calculated separately at
1 - 9 = 0 bonus
10 - 29 = 1 bonus
30 - 49 = 2 bonus
50 - 69 =3 bonus
70 - 89 = 4 bonus
+90 = 5 bonus


This means a doctor with 11 form & masseur with 31 form [42 total] will gain each cyclist a +3 form bonus; but a doctor & masseur both with 29 form [58 total] will only gain each cyclist +2 form.
+3 form is important, because it means a cyclist can be in 44 races without acquiring training effectiveness penalties (instead of 34).
+8 form (ie doctor 55[+3] & masseur 92[+5]) means a cyclist can be in 54 races without acquiring training effectiveness penalties.

Just a reminder that low form will also reduce race performance (as does low health).
(note : form can't go over 100%)

* Training Camp Bonus *

Normally, with no staff training camp skill, your cyclists will gain +3, +2 & +1 bonus in three skills (depending on training selected) for 15 race days after completing a training camp.
Doctor & Masseur training camp skill simply provides your cyclists with an extra bonus for 15 race days after completing the training camp.

(Note: amount of increase hasn't been revealed)


Mechanic
* Breakdowns *

* "Breakdowns" has influence in all sections and all stages

Based on Skuk's & Pantani's explainations:
The system works like a random lottery.  Each race section, your cyclist will have a random luck number (say from 0 to 100).  A luck number of 0-5 will equal a fall, whilst a luck number between 6-10 equals a mechanical breakdown.  As such, in this lottery, your cyclist may have an incident 10% of the time.
00 to 05           06 to 10         11 to 100
     fall              mechanical        no incident
(My Note : Actual accident chance may be different than stated)

However, if you have a mechanic, his breakdown skill increases the possible maximum luck number, say from a maximum of 100, to a maximum of 200.  What this means is that with more numbers in the luck lottery, the chances of drawing a bad luck number (0-10) is reduced.
00 to 05           06 to 10         11 to 200
     fall              mechanical        no incident
(My Note : Actual accident chance may be different than stated)


* Equipment Improvements *

If you have a mechanic/marketing manager, his equipment improvement/equipment skill will determine the likelihood of your equipment improving each (real) day (every second game day).

According to the Spanish forum, this works on a luck lottery basis, the higher skill your staff has, the more likely your equipment will improve.

If there are 500 numbers in the lottery.
Zero skill = zero lottery tickets = zero chance of equipment improvement each (real) day
50 skill = 50 tickets = 10% chance of equipment improvement each day
100 skill = 100 tickets = 20% chance of equipment improvement each day

(Note : Actual equipment improvement chance may be different than stated)

This chance appears to be individual for each staff member, so you might be lucky and gain two equipment improvements in one day, or be unlucky and not gain any improvement for 5 days (even with max skill).


Note: All info is based on best known public knowledge.
« Last Edit: November 06, 2017, 09:41:22 pm by Aurora_Australis »

Telamon

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Re: Staff
« Reply #1 on: February 21, 2013, 01:08:56 pm »
great job, australis!

Sjiz

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Re: Staff
« Reply #2 on: February 21, 2013, 01:29:01 pm »
Very nice work, with the new insights in form i may need to change my staff next season :P

WinterIsComing

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Re: Staff
« Reply #3 on: February 21, 2013, 08:15:18 pm »
Very good work indeed! Thumbs up!  :)

SonicCycling

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Re: Staff
« Reply #4 on: February 21, 2013, 08:32:14 pm »
Well done Australis!  8)

Aurora_Australis

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Re: Staff
« Reply #5 on: February 25, 2013, 09:44:46 am »
Thx all.

I've added equipment improvement info.

levsim

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Re: Staff
« Reply #6 on: February 25, 2013, 11:07:36 pm »
Nice. 8) I've set the topic sticky.
« Last Edit: February 25, 2013, 11:09:19 pm by levsim »

RaboRuben

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Re: Staff
« Reply #7 on: March 16, 2013, 04:43:28 pm »
And is there any information available on how 'tuning' works with the mechanic?

Aurora_Australis

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Re: Staff
« Reply #8 on: March 16, 2013, 08:37:32 pm »
Nothing that I know of beyond what's on the general staff page.

http://www.cyclingforfun.org/cff/tecnicos.php

oscacom

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Re: Staff
« Reply #9 on: March 18, 2013, 08:52:07 am »
Tuning is the race bonus mechanic do equal other staff members ( stimulation in medical or masseur).
I don't know if stimulation is the correct word but I hope all you understand me.

TeamSolex

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Re: Staff
« Reply #10 on: March 18, 2013, 09:12:06 am »
Don't start a new word feud  ;D

Tuning is the perfect word. And a race-to-race "buff" like stimualtion or motivation (directeur).


You know a real mechanic when you see one  ;)

RaboRuben

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Re: Staff
« Reply #11 on: April 01, 2013, 10:51:20 pm »
I am extremely disapointed by the performances of my riders ever since I changed staff. I expected my staff gaining +250 on one day races, tuning and stimulation to make my results better, not worse... :-\
I only lost some points on form (+5 now instead of +9 previously).

Is it possible that form can actually go over 100? So if the standard form is 100 (raced between 15-24 races) with +9 form your actual form is 109?
Otherwise I can't explain my results getting worse instead of better...

Either way, it seems to me like the stats of staff on 1-day races (and tours) and stimulation are not nearly as important as form.  :'(

oscacom

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Re: Staff
« Reply #12 on: April 02, 2013, 12:13:41 am »
You cannot race with more than 100 form alfhough your staff have +9, the race engine don't use staff bonus, staff use your actual form level. Staff change form in training process.

Be 100-100 health form is very important, but if you gain +250 it is an important bonus too.

All teams have improved using staff, maybe your tactics or luck, but sure if you play with 100-100 and these bonus only your level or tactics can have influence.

RaboRuben

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Re: Staff
« Reply #13 on: April 02, 2013, 12:16:42 am »
Thanks for the answer on the impossibility of form over 100.

So my riders ride with 98 form, but about 250 extra points on other staff-stats. From that moment on the performance went downhill.
But then I'll just keep on trying to get things back on track. ::)

levsim

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Re: Staff
« Reply #14 on: March 17, 2014, 11:02:53 pm »
* Form Gain
A doctor's & masseur's form benefit is calculated separately at
1 - 10 = 0 bonus
11 - 30 = 1 bonus
31 - 50 = 2 bonus
51 -70 =3 bonus
71 - 90 = 4 bonus
+91 = 5 bonus

(may be 0-9 : 10-29 etc.  Need actual data to confirm)

I can confirm now, that it's 0-9, 10-29, etc... My doctor's form skill is 70 and I get +4 from him.