
Roman RNG medal 56646 hours ago
TranslateI just wanted to put some thoughts out there about how cars interact with DRS and what I would like to see done. Right now I think there is an issue where getting your car into clean air is not just weak, it’s actively bad. DRS is so strong that running in a pack, or at the very least having 2 cars leapfrog each other, is almost always faster than getting a car alone into empty space. I believe this punishes teams that try unique strategies, because even if you’d have been faster than a single opponent, you likely won’t be faster than a group of opponents that are all on a shared strategy. There are two changes that I think could help this issue. First, time loss for both drivers when 2 drivers get close and fight wheel-to-wheel. It is both realistic, and would cause teams to not just run their 2 drivers together to slingshot off one another. Second, give leagues the option to turn off DRS. DRS was invented in real life to give cars an ability to pass one another when they otherwise couldn’t. That is not an issue iGP has (although I would like to see it be slightly harder to pass so that drivers can actually defend their position, making track position worth something), and F1 doesn’t even have DRS anymore anyways. Removing it (or having the option to turn it off) will increase the level of strategy in the game, as players would need to better consider their qualifying, track position, pitting into traffic, etc. Right now the racing kind of reminds me of cycling, where everyone stays in a group and works together until near the end, and I’d rather it feel more like an F1 race, with different strategies and cars fighting for each position rather than working together to increase overall speed by being in traffic (which is another problematic example, getting a speed boost by running into lapped cars at the right time).