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Greeting guys.
For the past few weeks after returning, some of the forum posts made by others have taken my attention and I have found my way to come up with spin-off ideas.
I'd like to discuss them with you and what they could do for the game.
Tyre Temperature changes.
It's no secret that the tyres are bone cold, as if they were filled with Liquid Nitrogen upon leaving the pitbox or the starting grid. Suffice to say, we lose about 12-20% (40% in Monaco in colder months) of our races, trying to warm up our tyres instead of rejoining the battle and fighting for position.
Talking with Jack, we discussed two possibilities of improvement for the gameplay. One short and one Longterm change.
- The short term is to reduce the Temperature difference between Cold and Optimum, reducing the Warm Up period. This would help drivers quickly get back into the race without losing 2-5 seconds a stint warming up the tyres.
- The long term idea is to introduce Tyre Blankets that would pre-heat the tyres of the Manager's Choice, colder or warmer or just right, so that the tyres are available just as the person wants. This would greatly help those who are unable to attend their races and also help formulate new strategies, rather than waiting for the Hard Tyres to warm up in Cold conditions, making both compounds more viable each race.
Improving Controls with Engines, Kers, Driver and Tyres
Another discussion with Jack I had was to also add some more variables and management to the game while on track. Some of the things spoken about between myself and other drivers also included a complete overhaul of the Push System, breaking it down into different variables, as it's possible to save fuel but use tyres more and vice versa. The different settings would change how each manager would operate their team, and also formulate different strategies.
- Revamping the KERS system to operate how it is suppose to with similarities to how it is now. The KERS system would have three modes: Cruise Mode, Overtake Mode and Harvest Mode. While in Cruise and Overtake Mode, the car can use it's KERS on track, but at this time, it cannot recharge in this state. The differences between Cruise Mode and Overtake mode, would instruct the driver how to use KERS. To use it to take a position, or to improve his/her laptimes.. However when set to Harvest Mode, the car will not be able to deploy it's KERS but would be recharging the KERS like it does now at the start of the race. There is a huge catch to prevent, rapid use. The KERS Mode cannot be switched until the car has began a new lap. So if you are starting or mid lap, you can switch the system, however the mode switch will not occur until the car has completed it's current lap. This would encourage more use of KERS and again change how people operate their race strategy. Also KERS would drain faster than it would charge, so careful and decisive use would be key to using them correctly.
- Engines are the core part of the car, aside from the input of the driver. More control during the race, to save fuel or run in higher settings to go faster, or to save the engine and fuel to prolong a stint or keep a good engine for the next race. Being able to turn up the engine and increase the fuel flow would lead to a mixture of strategies and sometimes different to each driver. This can also revalue the Technical Stats which are deemed to slow the driver down in current builds. Further more, a change in the allocation of Engines would make things alot exciting, to better manage one's engine. This would be different depending on each tier of a league. Rookies would have 10 Engines available to them per race, 8 for Pro and 5 for Elite.
- Then you have your driver who will change his style depending on the current circumstances on the track. You have alot of tyre left, but not enough fuel. Turn down the fuel but use up more rubber and so on. Also an option for your driver to Fight or Not fight for position could really benefit strategy, tied into the Push System. Rebalancing how much Pushing effects tyre Temperature should help improve more fighting but less destruction to the race.
- Tyres. There is alot of talk about adding Super Soft and Medium Compounds to each race to better suit the weather and season of each circuit. In doing so could help improve some races which are prolonged or just simply, AFKable without much consequence (MONACO).
Expanding League Options
So Leagues are the backbone of this game, however they are all the same, excluding the times and how many people can compete and how many cars per team. Perhaps further customization and rules unique to each League could spice it up and offer different styles of racing. Lets look at some possible options.
- Fueling Rules. Perhaps a limit to the fuel capacity of each car? Say 40L maximum per stint, or simply no refueling in pitstops, making the cars operate. Rebalancing the gameplay to not prolong races would be idea, for that change, different engine configuration for non-refueling leagues.
- Multiple Races. Each event could host multiple races like GP2 does. Run once at 50%, take a 10min break and run another race distance, like 25%.
- Tyre Rules. Just like in F1, each car must use two different types of the Slick Dry Tyres, or have a One Dry Tyre Rule.
- Tyre Allocation. Along with adding new compounds (Super Soft and Medium), perhaps the League owner could decide which tyre is used at which event?
- Drag Reduction System. Configure how effective DRS works, or if it's even allowed?
- Kinetic Energy Recovery. Configure how effective KERS works, or if it's even allowed?
- Race Calendar. Some people arn't big fans of certain tracks, or want to run different orders. It seems like a popular suggestion.
- League Funding. Here's a fun one for the League owner and it's participants. Perhaps each race requires a cost of a sum to use, and you must contract Sponsors. You also then set the entry fees of each race and team, aswell as choose Per Race/Season prize money.
- Supplier Rules. Choose which suppliers or limit to one supplier for the whole grid, (Pirelli for F1, Renault for GP2).
- Contract Lengths. Choose how long supplier, driver, sponsor and race contracts last for. Per Race or Per Season!
- Session Options. Choose whether or not your league hosts multiple Qualification Sessions, One shot or Time Limit Sessions and how many practice runs each car gets.
Race and Qualifying Goals - Added 15th April
With the race goal system currently in place, it is currently very unrewarding to not win or score points in each race. Each grid has several tiers of teams where they have their own set of goals. Perhaps tying that with contracts with Drivers, Suppliers and Sponsors could help mediate who gets what and not everyone having the same items[/b]
- Judging where you started in last season standings, your cars are given a set goals for the season and race. Demoted and Promoted Teams are treated to go to the top 5 for demoted and bottom 4 for promoted in that regard.
- After the first Eight races, the season goals are reconsidered due to current season performance in the standings.
- Teams scoring reaching or exceeding a goal of finishing a race of 15th of higher should be rewarded with potential better supplier, sponsor, staff and driver interest.
- The interests in contracts do not differ from the top end to bottom end. If you are continuously fail to meet goals at the bottom of the grid, you will receive the same reputation loss as a 'top' team failing to meet their end.
- This rewards people for participating more, not just in attending races but through strategic thinking.
- This can go towards Design or Economical goals, like reaching a certain % of the car or in 2.0 a certain value of Downforce or Handling.
- End of season rewards from suppliers and sponsors would vary depending on how much of the goals you were able to obtain.
Suppliers costs and availability - Added 15th April
Suppliers are widely available, yet usually not always used. Some suppliers would prefer just getting their name into the sport?
- Suppliers offer cheaper costs if the less teams using their hardware in a league and tier.
- If a supplier is only supplying 1 team in that league and tier and that team has very high reputation with them, then that team will get those supplies and have a reduced cost to their Driver Contracts.
- The supplier with the lowest teams in each league tier would gain a Loyalty bonus faster than other than suppliers with more teams contracted with them.
- These effects require at least sixteen cars on the grid.















