Forum Discussion
Better regulation change system - one that can really mix up the grid, that can make the cars actually slower than the first season, setting the focus differently like low downforce/low drag era etc. helpful suggestions for that have been made in the past and can be made again.
More realistic restrictions from real F1 like budget cap, development limit - the latter best combined with a deeper upgrade system allowing for players to think about how much Windtunnel time and money is spend to increase chances for a success or improvement value, the less you spend the higher the chance it goes bad and all is wasted - less potential for the rest of the season!
Testing new parts in practice to confirm successful develpment - otherwise the player doesnt know if it might even make the car slower
Pre season testing with major focus on car development with practice programs focusing on these areas, low engine power runs, low/high downforce runs
Recovery/repair of car parts so it wont cost too much - in regards of the budget cap - so front wings/side pods can be repaired sometimes (reduced chance with increased damage), power unit and gearbox components that have a failure during a session have a chance of still being usable - not instantly put at 100% wear.
Thats just what i can think off out of the top of my head for career/myteam ONLY use lol
- ScarDuck143 years agoLegend@Meza994 Legend👍
- 3 years ago
I agree with Meza994's sentiment although it is probably more sim oriented than what Codie's F1 games are but yes, the development system needs a huge revamp as the cars slowly becoming awful to drive during season 2 and beyond is tiresome and unrealistic. Hoping for a positive change in F1 23 but won't hold my breath.
I've banged on in the past few years about customisation, customisation, customisation, there just isn't enough in these games. You do 1 career mode playthrough, you've done them all...
Driver Retirements: On/Off - I personally would have enjoyed an option to have Kimi, Seb and Fernando in previous games without retiring in season 1 or 2 every time. It'll be disappointing if Fernando announces his retirement like clockwork in season 1 in 23.
Rearrange order of GP's - No issue with there being an Official order to keep sponsors or whoever happy but there should also be an option in a video game for players to choose their own GP order. There were rumours of this being in 23 but we'll see, I can't see it personally.
GP Format - like with Grand Prix mode in 22, I would like the option to be able to remove sprint format weekends altogether especially after the horrendous DQ and tire strategy for the following race bugs that ruined 22's career mode.
MyTeam coop career - This one is obvious, shouldn't be too difficult to implement and needs to happen.
Finally, the big one for me is mod support for coop careers, private lobbies/leagues. This community has some amazing modders which are sadly limited to single player modes only, adding mod support (removing online services check) to before mentioned areas of the game would add amazing life to the games and most importantly how players view and interact with them which is sorely needed after the dumpster fire that was F1 22.
If the rumoured new game engine for F1 24 is correct, this will be a huge moment for Codemasters to make really positive changes and win over the player base.
- ScarDuck143 years agoLegend
@MaverickPabs wrote:If the rumoured new game engine for F1 24 is correct, this will be a huge moment for Codemasters to make really positive changes and win over the player base.
Absolutely…. 👍
- 3 years ago
@Meza994 wrote:
@ScarDuck14More freedom in the development, faster, slower (only up like 4-5 upgrades per season)
Better regulation change system - one that can really mix up the grid, that can make the cars actually slower than the first season, setting the focus differently like low downforce/low drag era etc. helpful suggestions for that have been made in the past and can be made again.
More realistic restrictions from real F1 like budget cap, development limit - the latter best combined with a deeper upgrade system allowing for players to think about how much Windtunnel time and money is spend to increase chances for a success or improvement value, the less you spend the higher the chance it goes bad and all is wasted - less potential for the rest of the season!
Testing new parts in practice to confirm successful develpment - otherwise the player doesnt know if it might even make the car slower
Pre season testing with major focus on car development with practice programs focusing on these areas, low engine power runs, low/high downforce runs
Recovery/repair of car parts so it wont cost too much - in regards of the budget cap - so front wings/side pods can be repaired sometimes (reduced chance with increased damage), power unit and gearbox components that have a failure during a session have a chance of still being usable - not instantly put at 100% wear.
Thats just what i can think off out of the top of my head for career/myteam ONLY use lolAbsolutely 100%.
I would love to have a legacy career where one could carry the same save throughout the F1 games - keeping the acclaim thus allowing only certain contracts once in a new installment. Like a real life career. - 2 years ago
Totally agree the R/D needs to be totally changed to more reflect current rules.
The cost cap needs to be put in place and as you said make practice viable again instead of always skipping. you need practice to see if your upgrade works or not if it doesn't you need to practice to research more to get that part working 2-3 practice sessions then it works and you see that in your improved times.
but it is only available next couple of races so it needs to be produced for Team mate as well.
Total control of Team mate practice and race strategy in My team also pass me or let me pass and sometime team mate wont depending on his her mind set depending on like Contract or other.
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