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The way it works currently is not realistic, and has been openly mocked by Lando Norris.
I think it causes trains to form, laptimes to fluctuate unrealistically by around 2 seconds a lap and introducing new gimmicky deployments taking it even further away from being authentic to the sport is not the way to go
The first part of your response, can you explain it out? As far as the mapping to certain tracks? I'm interested to know what this consists of. And if you could explain what it was that Lando said, that would be appreciated too.
The thing that separates the game from real life, is equal cars vs. the performance differences of the real life cars (and legitimate dirty air). It is difficult to think of something that will make it so that the ERS is not so easy to regenerate. The idea I came up with is similar to the wear in career mode, when the max value of your MGU-H (I believe it is) is below 100% due to wear over the season. So I basically took that concept and made it for the course of one race. It adds strategy for racing, choosing when to overtake or push, etc., and would have the potential of a higher likelihood of breaking up the DRS. And it would just make there be a lot more pressure as far as battery usage, which will cause potential mistakes.
If you could explain the stuff from your response though, I look forward to hearing it. And it may help by being implemented in the game.
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