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2. Remove (rework) personnel facility boosts. No more permanent stat increases.
3. Either a). Massively reduce amount of resource points earned (remove them from weekly resources) or b). Add some more things to use them on. Such as...
4. As well as using resource points to "save" upgrades, we should also be required to spend resource points developing next season's car which would affect the "base" performance of the car. For example, this year, Red Bull base would be 500, Mercedes 400, Alpine 380 etc. The more points spent on next season's car, the more likely that you'll have a higher base (no upgrades) performance.
5. Turn personnel facilities into driver training. Here we could spend resource points to increase our drivers stats (redundant if we're using a stat editor but there will be plenty of people preferring to let stats change organically). Each stat could have an XP bar and once you reach maximum, that stat increases. Focus could help boost this, or a low focus can make XP drop, potentially losing stats.
6. Option to manually decide driver lineups between seasons. Can help us make some realistic changes and keep the Mazepin's and Latifi's out of Ferrari or Mercedes.
7. Allow us to pick which icon drivers appear in both career modes and allow the AI to recruit them. (Would have been ideal for Hulkenberg last year, or Alonso in 2020).
8. Allow us to decide if we'd rather create a driver or play a real driver in career mode. This year for example, if we pick Alonso, then season 1 we'd obviously drive for Aston but could sign for Ferrari for season 2 but we're using his name, face and helmet rather than a created driver. If we pick, let's say, Button or Pourchaire, then we choose our team and teammate the same way as if we created a driver.
9. My Team. Rather than owner driver, we have to hire two drivers and then choose which one to play as at the start of each season.
10. Will see if the upgrades spoken about for F1 World are present in career as well, but if not: Hiring staff to each department and the better they are, the better the boosts in upgrades. So with one chassis staff recruit, an upgrade might boost weight reduction by 2-5%, whereas a better staff member might give 4-7% for that part. The cheaper staff might still give you a better boost but the more expensive one gives a better chance. This way, there's no fixed path in how teams progress as in one file, Ferrari might get the best possible outcomes in their upgrades but in another file they might not be as lucky, so despite having the same upgrades, they'll be at a different performance level in each file. Could make it where we can do the same upgrade again to try and get a better version of it.
10. Driver Retirements as an on/off option.
- ajobling19833 years agoRising Ace
If its copy and paste like the last couple of years i’ll be passing on this years title.
develepment overhaul needed as its so stale.
- ScarDuck143 years agoLegend@ajobling1983 Miss you dude 😁. Was very point off making this thread. I was talking to someone 😉 about how stale the careers modes are now and believe career mode is something EA (I know I know) could help with.
- 3 years ago
If I make a list I will get sad.
plus I like a lot of useless fluff to the point that I would build every pilot personality with AI and push rivalry confrontation in interview at the end of the race and a special rivalry/friendship (is up to you) with the second piloti am a sucker for stories. And the concept of fame/advertisement and random events should be more influenced by those type of interaction and maybe your character should develop a soul like barometer that range from friendly to evil
and many interaction should get specific bonuses
a friendly pilot could get better sponsor deal an *evil character faster pit stop and less mistake because people fear him and so on
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