Skid
I think there a few things that need clarifying here:
1. This is a management game and part of the management aspect of the game requires you to manage your car. you do not need to replace your parts every race and it will not impact on performance (unlike engines in ultra competitive leagues). If you go 5 or 6 races without replacing parts you would likely get a dnf suspension failure , but you could easily do it every other race or even every third race without issues. Its not the fault of the game that you are choosing to replace after every race when it isn’t necessary
I don't think refraining from repairing your car every second or third race mid-season will achieve anything. AFAIK, parts usage is cumulative, so if (for example) you don't repair your car for the third race, when you repair it after the fourth race you will use the same number of parts as if you had repaired it for both races individually.
The trick, as others have pointed out above, is to refrain from repairing your car for the final three or four races of the season because after the final race your car is repaired free of charge.
Shorter seasons are beneficial because obviously it is better to receive a free of charge repair every 17 races than every 22 races.
@David Faustino.
There is no need to revise production. Parts usage is manageable in two car leagues, you just need to make sure your Manufacturing facility is developed in tandem with your Design HQ and carefully manage your resources. It is, after all, a management game.
IMHO, parts usage in 1 car leagues needs to be doubled and in both one and two car formats there should be a much lower cap on parts storage. The cap in one-car should be 50% of that in two-car to stop people farming in one-car leagues and building up a stock of parts before moving back to two-car. For information, I have a L30 team competing in a 1 car league and my parts store always has maximum 1,200 parts in stock. There is no resource management challenge in one-car racing.
@Protos Oneuglynerd
Of course the game owners want to encourage us all to spend a little money. How else do you think the game survives? There is a server infrastructure to pay for, developers don't work for free and the owners understandably want a reasonable return on investment. What's wrong with that? Most people are willing to pay for other forms of entertainment, why would anyone expect iGP Manager to be any different? If nobody spends any money there will be no game.
The difficult part is balancing it so that any player can be properly competitive for a reasonably low cost, and those who are prepared to pay a lot more will not gain a performance advantage.