Kevin
It seems that I am always wading into a discussion that involves Dave Benton. Just to say this is coincidental, I don't disagree with Dave personally I disagree with the entire concept of attempting to make iGP mirror real life Formula 1.
I appear to be in the minority of gamers who believes that aligning iGP with F1 would be a step in the wrong direction? For me this is a computer game that rewards analysing data and making notes about the characteristics of each circuit (DRS, design balance, effect of dirty air etc.) and a bit about understanding how to manage live races and to react to the way in which your competitors manage their race. I also enjoy the community spirit and banter between managers.
Some people take small elements of the game that they personally don't like and then compare it to real F1 and use this as a reason to change the particular feature they have an issue with.
Okay, if it's realism that you want then let us:
- Introduce multiple DRS zones into some of the circuits.
- Drastically reduce the power of DRS (maybe one or two cars can overtake the lead car in a DRS zone but not five or six).
- Ban refuelling.
- Only allow three slick tyre compounds for each race.
- Enforce a two compound rule for every dry race.
- Insist the top ten qualifiers use their qualifying tyres for the first stint but allow all of the other teams to switch their tyres before the race starts.
- Make KERS/Boost useage more realistic (which is the subject of this thread)
- Throw in a few random crashes, mechanical failures and safety cars to spice up the races.
Oh, and most importantly!! Make it so that the Managers who are prepared to spend the most real money on the game will monopolise the leagues in which they compete. Because if it's realism you want, at the end of the day Mercedes and Ferrari are where they are because they have the biggest budgets.
So, do you want realism or do you only want realism where it suits your argument to have it?
Sorry guys, I genuinely enjoy the challenge of iGP but it's a computer game and absolute realism isn't for me.
Can't say I disagree with the eventual introduction of any of your bullet points, except refuelling, but I wouldn't mind seeing that reintroduced to F1.
If this is just an abstract videogame then perhaps it shouldn't be described as a simulation game in the advertising blurb, it could just join the other driving games on the market. I think we can do better than that.
Kevin, nothing personal, but the challenge you describe is perhaps what F1 would be if it were done similar to a cycling time trial, or a motorsports rally event, primarily racing against the clock and the circuit. That's not why I enjoy F1, despite its imperfections. It is in that way like life itself, often unpredictable, often annoying, always imperfect, but ultimately better for being all three.