petro1319 120 Posted September 2 I'll start by saying this: I know it's probably too early for this topic, but I'm excited for the future of this game mode. It has a good foundation already IMO but it's not deep enough. The other reason I'm posting this now; I'm halfway through year four, I'm top of the grid performance wise & my facilities are maxed out with nothing to spend my ever growing bank account on. That being said, I'm looking at a list of things I'd like to see added next year to help deepen the mode. Sure, I likely should have upped the AI a bit to make it more of a challenge as I adjusted to this years game, and not ran so many practice programs to max out R&D, but that's not the point, I'm looking at how to deepen the experience. New Facilities: Pit crew & Mechanics - Remember the old R&D tree that affected the pit crew and your pit stop times? Lets bring that back, but as a facility. A place for my mechanics to practice their stops and improve my team's pit times. Upgrades to this facility can help reduce pit times Upgrades to this facility can help developing the accuracy of your race strategy Upgrades to this facility can help when repairing damage to your car week to week R&D Dept - I know we have an R&D tree to develop the car as it is. Let's split off the R&D department into it's own Facility, instead of as a part of each existing facility. Each upgrade to the facility itself can do the following: reduce the R&D costs to develop improvements reduce the time it takes to make new parts Allow for rush development (Yes, I get we're just taking parts off the Aero, Chassis, Durability & Engine facilities, but the goal here is to make the mode deeper. Taking these out of each existing facility, could allow for addition of things to the big 4 car related facilities, or you can leave it in both and can only unlock the R&D elements of each department after this is done. Lets face it, we can't improve those car area's until we have a functioning R&D dept. So, yes, I'm splitting this out of the existing facilities with the intent on filling those gaps to make it a deeper mode. Expand current Facilities: implement more area's to invest/upgrade current facilities to add more depth New Roles/Positions to hire Engineer - Allow for hiring of an engineer who will either be real, or fictional characters with ratings that boost your facilities. Gives you another item to spend money on deeper into the mode. Strategist - Same as above. Helps to improve accuracy of your practice programs affecting your race strategy info. Team Principal - Maybe this one is redundant since as they player we are actually fulfilling that role. Mechanics - have their own stats, can allow for hiring of them (requiring cash) and they provide weekly boosts to your car/driver stats depending on their skills (chassis, aero, engine, durability, pit crew) etc. If they show how our car is rated out of 100 (or something) in each department (aero, engine, chassis, durability) these staff positions can provide boosts to your car performance in a key area the employee specializes in. Kind of like how the current activities system helps temporarily boost our 2nd driver's stats. Cars Having to spend money (not r&D points) to buy/build a new car, or cause you to have to invest cash in addition to R&D points to upgrade car components Cost of cash associated with vehicle upkeep/maintenance after damage, or even replacement of the car itself if you have a bad wreck Cosmetic More livery options More freedom with sponsor placement and color for EACH sponsor location, not having each sponsor slot show in two places on the car with one color. All 11 spots for sponsors should be able to have their own color choice Regulation Changes Currently we have to replace R&D developments with R&D points Expand to include the need to re-invest CASH into facilities to keep them operating at high levels. Regulation changes mean new R&D leading to new parts to develop, meaning we likely need to invest in new equipment in those facilities. So let's have our Facilities take a step back and require a cash investment to update them, just like we have to spend R&D points to update our parts. I think some of those changes, while not really groundbreaking can help add some depth to the mode requiring more spending & upgrading which gives you more incentive to run deeper and deeper into the mode without slowing the rate you accumulate R&D points & Cash in game now. Curious to hear what some of you guys would have on your wishlist to improve, expand and deepen a solid foundation. Share this post Link to post Share on other sites
Dylan6227 0 Posted September 4 (edited) When choosing an engine there should be one additional 'factory' option. This engine has the lowest specs at the beginning but should be the only engine you can develop. For customer engines your upgrades should be dependent on the supplier team. You should however be able to develop fuel related upgrades as you can have a different fuel supplier. Engine upgrades shouldn't be immediate, they will only work when you swap out an old engine part for a newer spec part. As a new team you might also opt to 'buy' a chassis instead of manufacturing it yourself, like Haas with Dallara. Also perhaps renting facilities like the wind tunnel to cut costs. You should be able to hire a chief designer, which will have effect on upgrades too (higher rake, drag focussed, aero focussed, etc.) As design philosophy is quite important in F1. Being able to choose from multiple nose designs, each with different perks (and looks). Test/Sim drivers, which you can allocate free practice time (I always skip one training). Partnerships with F2 teams so you can have a test driver develop himself there, and during FP in your team, this will however cost you some money. During free practice you get these additional sensors, or flow viz on the car to give it more of a real free practice feel. Depending on your facilities these can also look different or more complicated. A bigger driver roster which also has some ex-drivers that are not officially retired or currently in a different series (hulk, vettel (?), Wehrlein, etc) Being able to change the focus of development on the current or next years car Kimi Raikonen having issues with the drink. Edited September 4 by Dylan6227 Share this post Link to post Share on other sites