To improve balancing under the new levelling system, I’ve introduced dynamic XP in races. As many of you know, the old system was a flat 40XP per race but this needed to change to reflect the new level system. For each participant it will be based on their current level vs the highest level manager in the race. The initial levels for new teams will unlock more quickly under this new system if you are racing higher level teams. All levels from 10 onwards remain difficult to obtain regardless. The amount of XP required to unlock each level has not changed, only the gain calculation.
More information like a display of how much XP was gained after each race is something we will be adding in the near future.
This is not intended to be the final solution to balancing everything in the new system, but another step in the right direction. I believe a new spies system, which I will be outlining a plan for soon, will fill in the final pieces of the puzzle, allowing teams with fundamentally lower levels to close the gap on track.
Now, I'm going to go in to details, for the nerds! This is not exactly publicity info, so don't worry if you find the rest of the post hard to follow. The example I'll give below is the most extreme scenario possible for a new team, encountering a level 8 team in Rookie, to give it some context. A more balanced league will have a much slower progression.
Here is the new formula used to calculate level XP:
xp = 40 + ((topLevel - managerLevel) * 20);
Note: The levels respect the level cap of the tier, which is 8 for Rookie, 12 for Pro and 20 for Elite.
Here is the new rate of level progression for a level 1 team racing against a level 8 team:
L3 = 1 race
L4 = 3 races
L5 = 6 races
L6 = 11 races
L7 = 19 races
L8 = 34 races






