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Staff (Grand Prix Story 2)
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Stats
There are six main stats for Staff (drivers and mechanics) which affect everything from performance during races to car development. The game itself gives hints on what the stats are used for ("Hint" button on staff training interface). The below list also explains further how the stats impact overall gameplay.
- Strength: Speed UP, Test Run (Main)
- Agility: Acceleration UP, Repairs UP (Does not affect research speed, see Bugs)
- Tech: Handling UP, Development Capacity (Stats gain outside the 3 stages), Design (Secondary), Aero Test (Secondary)
- IQ: Exp gain, Design (Main)
- Analysis: Dismantling, Vehicle analysis rate, Aero Test (Main), Test Run (Secondary)
- Appeal: Fan gain, Advertisement
For drivers, high Strength, Agility and Tech are required to win races, while high Tech, IQ, and Analysis are necessary to develop a good car. The team total of certain stats are important for car development, repair speed, exp gain, dismantling, analysis rate and fan/advertisement gain. Strength is the only stat which is not useful as a team total - only the driver or the chosen Test Run candidate requires Strength.
To get higher stats, Staff can level up by gaining exp, train, or use various items.
Exp can be gained by finishing a race, using the training center (mechanics only, consumes G), or by using manuals. There are 7 consumable manual items that vary in their experience value. Manuals can be obtained alongside acquiring a new license or from challenge races. Certain mechanics also have the "Self-Taught" skill which randomly increases their exp daily, and also after races.
There are 5 Growth ratings for Staff - A to E. Staff with high Growth will gain more stats when leveling up (a semi-random amount). On average, the stat gain during level up is approximately in the same proportion as the initial stats of the Staff when the player first encounters them in the Staff Hire menu. For example, Crash Taylor will have very high Tech and Analysis when first encountered, and will continue to have very high growths in those two stats upon level up.
Through playtesting in the newest version (2.6.3, Dec 2023), the average level up stat growth of all stats combined is listed in the table below (sample size > 120). There is not much difference between "B", "C" and "D" growths, while "A" is somewhat higher, and "E" has awful stat ups. This means that between "A", "B", "C", "D" staff, the abilities and stat up allocation will make more of a difference than 1 step of growth rating.
Growth | A | B | C | D | E |
---|---|---|---|---|---|
Average Combined Level Up Stat | 24.5 | 22.5 | 20.9 | 19.3 | 8.0 |
Staff can train (not to be confused with the training center that only increases exp) to get better stats by consuming stamina (regenerates after use) and money (G). Stats will be capped after it reaches a certain amount via training.
Any stat can reach 4 digits without the need for purchasing or researching anything. Getting new licenses will unlock new training methods which will generally consume more energy and G but have a higher stat cap. Consuming aura during training (drivers only, automatically applied) will also help in going further above the stat cap.
Stats can also be increased regardless of the cap using seeds. There are 6 different seeds, each increasing one specific stat by a fixed 1~3 points. Seeds can only be obtained from races and as a common treasure raffle reward.
Form
Form have a big impact on all of the staff's actions including qualification races, overall race performance, developing stages and training. As such, Form plays a great role in the game and should not be left ignored if possible. The Form can be affected by the following:
- Time: The form changes every hour.
- Milk: A consumable item gained from the "Dry Springs" sponsor. Storing more than 2 Milk bottles in the inventory is not possible.
- Musician Special Ability: The Musician character type that can be picked when first starting the game has an effect that increases the form of all the staff.
Drivers
The Driver's contract has to be renewed every week, and the renewal cost is half the hiring price. Pay Drivers (May Crashley and Bo Bumper) increase your total funds for the duration they are in your team.
Note that the following stats are an approximation, since staff might appear on the hiring list at varying starting levels and semi-random stats, though their stats will tend to be in the same proportion. Expect to encounter the staff in the approximate contract cost order. If you reset the game after encountering a new staff (and before saving the game), you may encounter the same staff later on with a different level and stats. The hiring list updates every few hours.
Mechanics
Mechanic's contract is a one-time payment. Note that the following stats are an approximation, since staff might appear on the hiring list at varying starting levels and semi-random stats, though their stats will tend to be in the same proportion. Expect to encounter the staff in the approximate level order / contract cost order. The hiring list updates every few hours.
Special Skills
Drivers and Mechanics all share 7 skills by default that generally improve the driving or stat gain during vehicle development. One for each of the 4 Car Types, and one for each of the main stats: Speed, Acceleration, and Handling. However, staff will have one to two special skills, some of which are exclusive to one type of staff.
Some staff who only have one special skill (possibly all such staff) do have a 2nd "hidden" special skill, although the exact requirements to unlock them are still unknown. It's also unknown whether the hidden special skills are fixed or totally random.
All skills use the same amount of RP to level up, up to a maximum level of 9. Special skills only affect the user's team, with the only exception being Race Analysis.
LVL | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
---|---|---|---|---|---|---|---|---|---|
RP | 15 | 30 | 65 | 120 | 190 | 290 | 400 | 540 | 690 |
Skill | Description (In-game) | Type | Note |
Test Driver | Great at Test Drives | All | Unique dialogue at very high levels. |
Aero-dynamite | Excels at wind tunnel tests | All | Unique dialogue at very high levels. |
Car Designer | More skill at vehicle design | All | Unique dialogue at very high levels. |
Drift Expert | Fast drifting on turns | Driver | Leveling up increases the trigger chance. |
Nocturnal | Optimized for night-time races | Driver | General performance increase. |
Late Bloomer | Gets faster towards the end of the race | Driver | |
Adrenaline | Chance of boost when overtaking | Driver | Leveling up increases the trigger chance. |
GP Maniac | Hyped at GP races | Driver | General performance increase. |
Quick Start | Accel. UP at start | Driver | |
Slipstream | Speed UP when behind a rival | Driver | |
Cold-Hater | Weak to cold, resistant to heat | Driver | General performance increase/decrease. |
Heat-Hater | Weak to heat, resistant to cold | Driver | General performance increase/decrease. |
Boost Racer | Nitro/aura effect UP | Driver | |
Tackle | Rams into rivals | Driver | Sometimes will ram into rivals making them faster, but its great when they get rammed into the wall. |
Chaser | Chance of boost when overtaken | Driver | Leveling up increases the trigger chance. |
Feedback | More mechanics get race EXP | Driver | Level one will allow 2 mechanics to gain race EXP guaranteed. Leveling up increases the chance of additional grantee mechanics. |
Time Trial | Better qualification race time | Driver | |
Home Straight | Speeds up near the finish line | Driver | Activates at the straight line at the end of the track. Final lap only. |
Self-Taught | Gains EXP without help | Mechanic | Gains EXP daily, and after races randomly. |
Race Analysis | Triples EXP from racing | Mechanic | Leveling up increases the trigger chance. Affects all teams participating in the race. |
Aromatherapy | Restores driver's stamina | Mechanic | Leveling up increases the trigger chance. |
Cheer Squad | Makes training more successful | Mechanic | Functions the same way as auras in training. Can trigger with all members of the team except the user. Leveling up increases the trigger chance. |
Hype | Creates hype, triggering aura | Mechanic | Leveling up increases the trigger chance. |
Training
Boot Camp Training
Dancing Training
Training is another main approach to increasing the staff stats alongside leveling up. Notes to consider regarding training:
- All training methods cost G and consume a certain amount of stamina in order to give bonuses to some stats. Training costs increase additively as the level of the staff increase.
- Some training methods are more effective than others at increasing certain stats, however, they're usually more costly stamina and G wise.
- Unlike leveling up, there's a limit to stat gains from training; as the effectiveness of training methods will keep decreasing as you train the staff until it becomes totally ineffective at increasing stats when reaching a certain point.
- The only ways to increase the training stat cap is by training using an active aura or having a mechanic with the Cheer Squad chance based special skill on the same team.
- The form affects the chance of getting a successful training session.
The following table lists all training methods in the game and the stats that they affect, sorting them from highest price to the lowest:
Training Method | Strength | Agility | Tech | IQ | Analysis | Appeal | Stamina Cost |
---|---|---|---|---|---|---|---|
Lunar Training* | 28 | ||||||
Space Training | 20 | ||||||
Pilot Training | 15 | ||||||
Reflex Drill | 14 | ||||||
Sauna Session | 12 | ||||||
Car Restoration | 12 | ||||||
Tightrobe | 13 | ||||||
Boot Camp | 12 | ||||||
Meditation | 11 | ||||||
Chicken Appraisal | 10 | ||||||
Hi-Speed Drill | 8 | ||||||
Traction Drill | 9 | ||||||
Army Car Study | 8 | ||||||
Cycling | 8 | ||||||
Weight Transfer | 7 | ||||||
Video Research | 7 | ||||||
Shaping Up | 6 | ||||||
Hiking | 6 | ||||||
Uphill Drill | 4 | ||||||
Car Study | 4 | ||||||
Running | 5 | ||||||
Dancing | 3 |
*Unlocked upon reaching rank 120 by buying it in the item shop for 5,000,000G.
Aura
Auras are consumed whenever they are used. Actions that are affected by an aura include:
- Building a new vehicle. Aura is consumed once the Design stage is finished, and will give higher stats during the development outside of the 3 stages.
- Getting better Qualifying Race results by tapping during qualification.
- Getting an instant speed boost during a race, similar to how nitro functions.
- Getting better results during training while increasing the stat cap (e.g. if the highlighted training method is not effective anymore, having an active aura might still make it give large stat bonuses nevertheless).
Auras can be obtained by:
- Winning a certain track for the first time.
- Finishing or quitting GP events provided the player has finished at least 1 race.
- Randomly generated after a certain time has passed.
- The mechanic skill: "Hype." Initial aura level with this skill seems to be affected by driver stats. [Confirm]
There are five different levels of aura, sorted from weakest to strongest: Blue-->Pink-->Silver-->Gold-->Rainbow. Aura is stack-able, however, only 1 level of aura will be added if the driver already possesses a non-Rainbow aura.
Team and Management
The player can have up to a maximum of 3 teams, but only a maximum of 2 teams can be used to participate in a race at a time.
To unlock a new team, the player must relocate to a new location by accepting an offer from a special guest. Relocations cost G, and require a certain rank, but they will also increase the number of mechanics that can be hired per team.
Relocation | Rank | Cost | Teams | Mechanic Slots (per team)* |
---|---|---|---|---|
Starting Location | 1 | - | 1 | 2 |
1st Relocation | 9 | 20,000 G | 2 | 4 |
2nd Relocation | 50 | 3,000,000 G | 3 | 6 |
*e.g. 18 Mechanics in total at the 2nd Relocation
There are only 2 ways to move your staff to another team. One method is by paying 600 GP Medals to purchase a Conch. Another method is by simply firing your staff, and waiting for them to reappear at the hiring list again. They do not appear in the hiring list instantly and might take some time, so keep that in mind before attempting this method.