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Rethinking DRS & Boost...

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medal 6515
12 hours ago (Last edited by Alex Zapesochnyi 12 hours ago) Translate
Rethinking DRS & Boost: How to Make Driver Stats and Race Strategy Matter Again
The DRS topic seems to have quieted down recently. In my view, Jack is taking the easy way out by relying on the poll results, which can't really be considered objective given the low turnout.
I’d like to get Jack’s personal take on this: is the DRS system going to be reworked, or will it be disabled altogether? I’ve mentioned this several times before and will keep emphasizing it: the current system completely breaks the flow of the race.
Impact is way too strong: It gives a big advantage on some tracks, and a truly massive one on others.
Frequent glitches: It often fails to activate for one driver while working fine for another—especially when passing lapped cars (backmarkers).
Chaos caused by uncompetitive cars: Low-fuel cars with poor race setups create complete clutter. Their irrational boost-assisted bursts frequently favor some drivers while punishing others, forcing active contenders to burn their own boost just to catch the "DRS train"—otherwise, any chance at a good result is essentially gone.
Suggestions for Improvement
I’d like to offer a few humble suggestions. If you do plan to keep this "half-baked system":
Reduce the impact of DRS: The leader of a group shouldn't be losing 5–6 positions in just 2–3 seconds—that’s completely absurd!
Disable DRS when passing lapped cars (backmarkers): Keep it exclusively for direct position battles.

Indirect fixes to consider:
Penalize inactive managers (those who skipped practice): Force them to start with a deliberately high fuel load so they race among themselves without disrupting active players.
Clearly mark detection points on the track: Make the exact locations where the gap is measured before activation visually obvious.
However, in my opinion, it would make much more sense to ditch this flaw called DRS altogether and fully replace it with a revamped Boost mechanic:
Variable Boost recharge rate: Boost recovery speed could vary from track to track, depending on track length, average speed, or specific car/driver attributes.
Strictly factor in driver skills (Overtaking and Defending): Boost consumption should be higher for a driver with lower Overtaking stats. Perhaps this would eliminate the current repetitive meta of everyone dumping 100% of their boost on the final lap.

Right now, I see zero influence from key driver attributes like Overtaking and Defending. Nor do I see any real impact from a track's "Overtaking Chance." Both DRS and the current boost mechanic render these parameters entirely useless.



Please note that these points are just a high-level outline of potential improvements rather than a rigid set of rules. My goal is to highlight the underlying issues in the current meta. I sincerely hope the development team, and Jack in particular, will give these ideas a thorough review to help make the racing experience deeper, more tactical, and far more rewarding for active managers.
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medal 6298
8 hours ago
Under the current system, removing DRS would be a step backward unless there were a genuine alternative. I think tweaking the boost recharge mechanism could be that alternative—rewarding not just driver skill but also in-race decisions like managing "push levels" (e.g., increasing recharge rates when using more conservative settings). Perhaps even further separating tire management from battery management within the game mechanics.
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medal 6967
3 hours ago
I agree  with marussia. I think removing Drs would make races boring, but I think reducing the power of the drs a little bit would help, because on tracks with long straights you lose 1-2 seconds, so on a regular basis, people would boost to get drs to stay in the train. I also agree with Alex about penalizing inactive managers and boost recovery speed in general 
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