18 point's of damage doing all 5 practice runs & qualifying means starting the race with 82% health and still taking 1 point damage per lap in the race.
British iGP for example 60laps would leave the car with 22% health. It's bound to do something to increase the importance of the two? :/
British iGP for example 60laps would leave the car with 22% health. It's bound to do something to increase the importance of the two? :/
No, because no matter how many points I put in Reliability, 20 or 100, the result is about the same. Also Malaysia is 58 laps and you can't put any points anywhere there, so if your car works there then Britain is no problem as well. Leaving Monacos 78 laps but that track is nursing cars anyway. Still, season starters are even better off than the teams starting the game or changing leagues and have to race with 1 point cars, though. As long as it's this way those cars have to work through races as well.
The key to give those car stats any meaning is not just adding stuff taking away more car health but changing those stats to actually properly do anything. Also applied damage can't be constant, if there would be such a thing as enough damage to bring a car down from 100% to DNF during one race it has to be variable depending on the general development level of a car, or maybe tied to other individual values like Acceleration or the highest developed. Else low level teams, league switchers and maybe even generally teams in early season are doomed to suffer without a chance to do anything about it.