Coins Explained

if you ever have any question, don't hesitate to ask. i enjoy knowing everyone understands. maybe your question is one that will help others.

 

Some coins earned in season will carry over to the next.  drivers leaving oAo and returning later or missing a season, will start as new drivers with regard to coin totals.


At end of each season team drivers share Coins the team has remaining. each driver getting shares based on races attended.

Budgets & Bonuses 

Economic System of oAo

 

Damages  

chart explaining how damage is assessed and the effect on finances.

 

IF coins reach or fall below zero

drivers may still race, but are limited in car  type and qualifying.

 

Earnings

how drivers can increase their coin totals

GAINING Coins (see Table Below)

all new drivers, and drivers returning that didn't race previous season will start with zero coins.
What car can they race?
They can buy any car they have enough coins for, or use a loaner the choice is theirs.

For TEAM drivers:
This means if a team has enough for 2 cars they must buy them before getting a loaner.
If not enough for a 2d car, they can use the loaner.
A loaner car must be returned in race ready condition, before a team can buy another car.

A LONER Car can be the BRM or Honda. There is no cost to loan a car. When there are not enough coins to repair a damaged car, or buy a replacement, use of a loaner car is the only option.

 

Failing to pay back any damages to the loan by the end of the season will deduct 1 Point for each Coin owed.

LOSING Coins

Coins can be lost thru penalty, or when a chassis is Damaged  (level of damage determines cost)

Coins can be lost for a damaged (3) or  blown engine  (8)  when listed as problem in R/A

Teams will be formed by the Team Leaders during the break between season. Each driver has the potential for an amount of coins from the prior season.

 

Coins determine the amount of buying power or repair damages each Team/Privateer has.

 

Cars are categorized in 7 groups (as listed) and have a value  (see below)
Replacing a destroyed car need not be of same type lost.

Additional cars may be purchased to hold in reserve, or be sold to anyone for an agreed on price.


Each team will have drivers in each Division and they may drive any combination of cars in their garage, as long as the cars are in race condition. Drivers may switch cars between themselves that the team owns, from race to race.

TL's AND privateers, MUST check your garage before & after each race for availability and STATUS of cars.

New drivers as Privateers will start with zero coins and may may race a loaner til he gains enough coins to buy chassis of his choice

 

See PRIVATEERS EXPLAINED

 

IF COINS REACH or fall below ZERO

Any Team or Privateer driver that has no Coins may only attempt to qualify in final 5 minutes

Failing to follow this Rule will result in the offending driver(s) (Team or Private) not being allowed to qualify  AND will have to do a Stop & Go on lap 1 at next race

BUDGETS & BONUSES (measured in Coins) Approx 1967 value of 1 coin=$2000

Coins are necessary to cover expenses. even if a Team or Privateer has a chassis, it still has other costs like travel, tools, salaries, accommodations etc. 

Teams and Privateers must stay above zero in order to have full privileges of car choice and qualifying and possibly race.

CHASSIS VALUES

Lotus  = 60 coins

The attempt here is to find a balance between quality and bonuses, when the grid is made up of only the three best chassis, the values will be modified. Modifications will only affect new purchases, not ones already made.

 

NOTE: Any race that a driver appears in and in a car he/team does not 'own' will double the cost deducted from their total.

Driving a car that was damaged but failed to inform the commish to 'repair' it.. will have the cost of repairs doubled.

 

Without coins, and No cars allows getting a loan of Honda or BRM. When enough coins are earned to return the Loaner
Damages incurred will be paid for by the renter.

Eagle  = 48 coins
Ferrari  = 36 coins
Brabham  = 30 coins
Cooper   = 18 coins
BRM  = 12 coins
Honda  = 12 coins

Earnings  (measured in Coins)

COIN GAINS per RACE

in Season

At Season END

All undamaged cars are returned for 25% of purchase value

Poles  

Most Consistent

High Climber

Final Team Standings

Winning

5 coins

Finishing 2d 3 coins Laps Completed On Track Fast Laps Laps Lead

Additionally Teams will be awarded Coins based on the  in the following breakdown:

 

1st=25
2d= 20
3d= 15
4th=12
5th=10
6th= 8

7th= 6

8th= 4

Drivers share TEAM Coins earned in season. Number of Shares based on races each team driver participated in.

Finishing 3d 2 coin

each of these 6 Ribbon categories

will have coins awarded to the drivers that earn them,

in the following breakdown for the top 6 that qualify:.

 

9 for 1st

6 for 2d 

4 for 3d

3 for 4th

 2 for 5th

1 for 6th

For each race appearance  1 coin
g8/g4 Running@Finish & 75% of complete distance 1 coin
g7/g3 Running@Finish & 75% of complete distance 2 coins
g6/g2 Running at Finish & 75% of complete distance

3 coins

g5/g1 Running@Finish of complete 75% distance 4 coins
Running at Finish & 75% of complete distance race in Brabham 1 coin
Running at Finish & 75% of complete distance race in Cooper 2 coins
Running at Finish & 75% of complete distance race in Honda or BRM 4 coins
       

DAMAGES  (measured in Coins)

The idea behind charges being assessed for damages is not meant to be read as 'punishment'.. or a penalty. but simply

costs incurred to repair damages. Chassis and engines are separate items, Chassis repair is optional, while Engine damages are auto repaired, unless the car sustained 18+ damage reports and dnf's.

Damage Report as detailed from Replay Analyzer

Damages incurred during Practice are not recorded.

totals of 4 to 7 reports is

light damage

requires 1/6 the car cost to repair

a total of 8 -12 reports is

medium damage

and requires 1/3 the car cost to repair

a total of 13-17 reports is

heavy damage

requires 1/2 the car cost to repair

a total of 18 - 22 reports is extreme damage 

repair costs are 2/3 the original car cost, IF the car finishes. If it Dnf's it is considered beyond repair.

IF amount 23+ then car is considered Beyond repair.. no matter if running at finish or not.

each minor damage in R/A     = 1 Report   

Example:  From Replay/Analyzer, each 'report' of damage is accumulated.


driver 'x' had 6 reported 'minor' damages, and 2 reported medium.
being bent and broken he still dragged it across the line, the engine still firing. it totals light damage against the car (6+6=12 total)

 

a car that suffers multiple damages, running at the finish, will  be considered Extreme if its total is18 to 22 reports and is repairable for 3/4 the original value. if it does finish or 23 or more 'reports' a mechanic's view it is damaged beyond repair and is considered Destroyed (and will be deleted from the "Garage"

each medium damage in R/A  = 3 Reports
each severe  damage in R/A  = 4 Reports
engine damages  according to Replay/Analyzer, an engine problem is a reduction in power equals 3 reports and indicates an engine that may be down on power, but is still working at race end.
 engine failures mean an explosion and unable to continue equals 8 reports and indicates an engine destroyed
Shift-Rs  in D2 if a shift-R is used, the damage is still counted. car is not repaired with a shift-R, and further damage will accumulate.
Shift-Rs do not cost or count against the driver using them