"Jack
This sounds like a good time to throw one of my ideas in to the ring, since I think it compliments the suggestions so far.
The idea is to have a method of building and acquiring progress similar to TV gameshows (hear me out). Several mainstream gameshows use the same fundamental principal: The rewards get exponentially larger as you progress through the game by completing a task or answering a question correctly. At each step the player is given an opportunity to stop playing the gameshow and leave with the rewards they have already earned, or continue playing with the opportunity to gain exponentially more.
This gave me an idea to implement similar concepts in to car design, it would work like so:
- Design gains become exponentially bigger the longer you leave designers assigned to a particular task. What are initially small steps become big steps by witholding from applying the update.
- Once the design project is applied the progress cycle starts again with small gains on a new project.
- There is a choice to apply the initial small improvements at every race or hold off and gradually accumulate a big upgrade over a longer period
- Short updates could make a small tweak to performance or improvements on a current philosophy
- Long-term updates could completely change the philosophy of the car to better suit a diffrent type of driver and/or circuit
If you think the first half of the season is mostly low speed and the second half mostly high speed, you might choose to do one big update in the middle of the season to reflect that. Or if you have taken a fundamental wrong turn in design philosophy and need to change tact, that's another reason for a long-term update. However, if you are already performing well and just want to keep an edge over your rival teams, you might find small chinks on your armour that would be better improved by lots of small updates at each race.
This is also similar to reality, considering how the big teams often bring small updates to each race while the minnow ones work on big long-term projects to make up a fundamental performance deficit. Currently this is modeled by the ability to emphasize next season over the current one, but a more flexible upgrade system would allow it to happen throughout a season.
This would definitely be a huge step forward to the current design system, especially if it can be combined with the previous ideas.
Also, just to add to what David was saying, perhaps if we're updating team equipment and such, then maybe we should be able to upgrade facilities too? We already have our headquarters, so why not add certain departments within the HQ to be able to build a better team. We could upgrade a better design department, which can in turn build better cars. We already have some things in place that are like this, but it might be worth a thought. It's a little off-topic, but I'm sure it can be linked.
And perhaps we should decide where our HQ is located, and maybe it would cost more to ship all of your parts from the UK to Australia, than it would to Silverstone?