- Add push levels back into qualifying to avoid AFK teams holding up the pack on cold tyres.
The justification for this (that people will be held up) isn't as relavant anymore. All the tyre compounds are balanced and can compete with each other, there is no more supersoft racing with instant tyre overheating. Also, KERS/Boost and DRS are available for all teams, but get upgraded as you level up. This means it's easy to get past those guys as well, if you need to.
- To mix up strategies even more, include your first stint fuel weight into qualifying so if you wanted to start up front, you could start mega light rather than everyone doing the general "8-10 laps softs" and hoping to win qualifying (or the "qualottery" as we used to call it)
Rather than mixing up qualifying with fuel, we've opted to do it with tyres. The supersoft tyre doesn't make much sense as a race tyre now, only as a qualifying tyre or for a 5 lap stint.
- Be able to set your push levels for every lap when doing your setup so if you were AFK, you could still push hard on the first lap of each stint etc. This would give AFK managers some chance to do well in races, and it also meant the active managers weren't being held up by the AFK guys if they started behind them on the grid. It would have been the best of both worlds.
Again, getting held up is less of an issue now.
- Change some supplier stats so certain suppliers worked better at different tracks, but also make it so you can only change suppliers every 3-4 races (to stop people figuring out which supplier is the best at each track and changing it every race)
There is no 'perfect' supplier now. Every supplier has unique bonuses and they will each work better with different tracks/cars. So, basicaly, this is also addressed.
- Adding super softs and mediums to also mix up strategic diversity. This was eventually done though as you all know.
- Adding engine push levels separate from driver push levels, so you could conserve fuel if you'd slightly under fueled or give yourself a boost if you accidentally slightly over fueled. You could also control engine temp separately to tyre temp, so control whether you were quicker or slower at the start ot end of a stint.
- Adding engine push levels separate from driver push levels, so you could conserve fuel if you'd slightly under fueled or give yourself a boost if you accidentally slightly over fueled. You could also control engine temp separately to tyre temp, so control whether you were quicker or slower at the start ot end of a stint.
It's something we will look at in future (engine modes).
- Remove subscriptions, give everyone 2D
Done.
- Maybe add a track or two, and make the 2D viewer more aesthetic.
Done. All tracks have been rebuilt in double the resolution with details like tyre barriers, rubber on the track etc. for the update (this was not even shown in the beta, but you can see it in the trailer video).
We couldn't add more tracks to the old game because... when the guy who built that stuff originally left, he didn't do it in the best way and left us without a track editor. We've since had to build a new one, but we do have one now and will be able to add new tracks after launch. It's a bit embarassing to admit that we were in such a position, but I had to just take the cringe and criticism on the chin while we rebuilt everything. If I go back to our early days, the way we built things showed our lack of experience. We had never built a game before.
- Remove "next season" design completely, to rule out the typical 100% / 10% managers so that everyone starts every season on an equal playing field. Bare in mind this suggestion was to go in correlation with the new design system which was like the current beta, where certain parts were more important for different tracks. Not the current system where everyone would have just set their bar completely on this season and all be the same every race.
Done.