"John
Since it's taking quite some time to get the "new system" where one focus the development on things like high speed or better cornering etc, why not do something to get part of that into the game right now (or say, from New Year to give everyone some planning time)?
My suggestion is that our dear devs change the engines, tyres and fuel balance.
There are already factors in the game (for engine there are Cooling, Power, Reliability, Response, Rigidity, Fuel economy, Weight) but it doesn't feel clear and it seems to be very unbalanced between brands.
Example on what I mean I suggest a change to (or actually using the already available factors and make it balanced like this example):
Engines (max points 27):
Murk
Power 10, Fuel efficiancy 5, Responsiveness: 6, Endurance: 6
Tifosi
Power 9, Fuel efficiancy 7, Responsiveness 3, Endurance 8
Cosurworthit
Power 6, Fuel efficiancy 8, Responsiveness: 7, Endurance: 6
Wonder
Power 5, Fuel efficiancy 8, Responsiveness: 6, Endurance: 8
Toy motor
Power 7, Fuel efficiancy 4, Responsiveness: 10, Endurance: 6
Rednote
Power 8, Fuel efficiancy 6, Responsiveness: 4, Endurance: 9
Power = Maximum power/speed
Fuel efficiancy = how much fuel is used for a "normal lap"
Responsiveness = how quickly the car accelerates out of a corner
Endurance = how long an engine lasts/how quick power dropoff is
Fuel (max points 12):
Subtotal
Power 4, Fuel efficiancy 8,
Bonus power point when used with Wonder engine
Chavon
Power 5, Fuel efficiancy 7,
Bonus power point when used with Toy Motor engine
Elves
Power 8, Fuel efficiancy 4,
Bonus power point when used with Rednote engine and Cosurworthit engine
Beep
Power 7, Fuel efficiancy 5,
Bonus power point when used with Murk engine
Seashells
Power 6, Fuel efficiancy 6,
Bonus power point when used with Tifosi engine
Tyres (max points 15):
Komehome
Grip 3, Resilience 5, Operating range 7
Michigan
Grip 6, Resilience 4, Operating range 5
Donelots
Grip 3, Resilience 7, Operating range 5
Bridgerock
Grip 9, Resilience 2, Operating range 4
Goodweek
Grip 8, Resilience 5, Operating range 3
This way each team can make a car that fits their drivers style and attributes. Now most teams get Murk engines or autosign the Cossy, the Seashells fuel or the autosigned Chavon, choose Bridgerock tyres or the autosigned Komehome.
More flexibility here would make this a much more fun and better game.
What do you users say and what do you devs say about this? Can't be TOO much work in implementing changes like this, can it?
also note that your maximum number of 10 is only the mid number on all the attributes, not the maxiumum possible, these could actually go up as high as 20 on some attributes to create a bigger gap between the different suppliers attributes when Jack possibly does this update.
http://awesomescreenshot.com/006234nf94
Also remember that the iGP Speed limit is set at 350kph at the moment and someone else suggestion of cutting the overall power of the engine attributes could be done at the same time? to stop everyone hitting the speed limit every race in Elite (Fully trained drivers it seems most) since new powerfull DRS came in, or removing the speed limit if this is not possible.
http://awesomescreenshot.com/019234oc3a
http://igpmanager.com/play/?url=forum-thread/3815