Hi there,
Is there anything in the works relating to changing Reliability and Cooling? At the moment the car design feels repetitive and the meta of dumping into Acceleration > Breaking / Handling > Downforce, feels a bit stale. I know this is different with no refueling as FE is more important.
Since I've played this game for the past few years Reliability and cooling have been ignored, I feel it would be good to change this, for cooling I suggest; at tracks with a hot temperature the lower your cooling efficiency the more cooling required hence = more drag = slower car. A higher cooling stat means less cooling required leading to a less draggy car allowing you to go faster.
For Reliability I'm not too sure on how to make this stat relevant as cars don't breakdown at level 30, due to engine swapping every race, and car parts are not a problem. so I would maybe suggest introducing engine temps that also relate to cooling. The engine temps interface could work just like tyre temps based on push level but be affected by the cooling stat. There would have to be a performance gain to running the engine in the red but a low-reliability stat would mean much higher wear on the engine potentially leading to retirement.
You could also introduce 'cooling packages' as part of the setup (Low, Medium, High), and the wrong type of cooling package selected could lead to retirement, for example, if the cooling stat is low with a low cooling package at a very hot track this would make the engine run in the red more easily and if the car has a low-reliability stat it would drain the wear % heavily. Further, if you picked a high cooling package with a moderate cooling stat then this would allow that car to be able to push more without going in the red but be offset by carrying a draggy car. So finding the right balance as you go through the season would be key.
I know what I am suggesting is complex and essentially interlocking two elements with one another but it would make reliability and cooling something to not be ignored, give the game more depth, and add the risk of DNF but in the player's control. If you don't want to go down the DNF route then less wear = less performance so there is a penalty but not as harsh as a DNF
What I've suggested is rough and not perfect but I hope this helps if you are not already working on something related to these two elements of car design.
Thanks