#24 by Daniel Stevens
how can we make other teams worse? nothing is relative anymore like the old pitwall.
What I meant is that there is a limit to what the best a car can be as to stop the lap times becoming ridiculously quick in later seasons. So instead of allowing the top cars to get quicker, this system artificially knocks the cars back a bit to give the same effect that a team has researched/produced a part better than anything else seen and the other teams will lose ground.
#25 by Dan 'Ross Brawn... Mills
However, the constant weekly drops...
They are not constant weekly drops though. Frank has said that the most that teams can drop is a couple of levels over the season and that is if you have a top part.
The relative drops I believe are fine. A part rated 100 and suffers a 20% hit will mean it will be at 80. A part rated at 50 and suffers the same 20% loss means that it is now at 40. The lower rated part has gained 10 points on the better part over the same period. It makes the top teams have to spend more because their drops are bigger. Besides, with the new system of development, you can't just throw money at it like you could in PW1.
The idea of smaller percentage of drops in lower divisions is only going to aid sandbagging as teams can gain the developmental advantages in the bottom tiers and just maintain it at the higher tiers, something that was prevalent in PW1 and has been pretty much eliminated from this game.
The idea of the drop occurring at the same point each season is also not going to provide the right effect. At the moment, the hit can occur at any time as we can't see the actual value of the part and how close to the rating boundaries it is, so we could end up with our part dropping one week and another team's doesn't and it changes the order of the pack. If the hits all occurred at the same time, then it won't shake up the order as much and people can plan for the hit so no-one will gain/lose anything.
December 24, 2015 12:00 am