F1 27 New ideas (part 2):
Hi, I already sent a Part 1 of new ideas for the game and I came up with new ones:
Subject: Feature Proposal Part 2: Live Start Points, Sister-Team Dynamics, and AI Progression Realism
To the EA & Codemasters Development Team,
Thank you for the fantastic response to my initial proposal! I am glad to hear these ideas are being taken into consideration for the development of F1 27. Building on that momentum, I wanted to present a "Part 2" submission focusing heavily on career mode progression logic, sister-team dynamics, and community-requested quality-of-life systems.
1. Live Start Point Career Mode (Real-Time Season Entry)
- Authentic Mid-Season Entry: Similar to the Live Start Points engine utilized in EA Sports FC, allow players to jump into an active Career Mode at any specific round of the real-world calendar using real-world drivers.
- Accurate Historical Simulation: If a player chooses to start their career at Round 10, Rounds 1-9 should be accurately simulated in-game to mirror the exact points standings, driver forms, DNF records, and constructor rankings of the real-life season up to that weekend.
2. Sister-Team Ecosystem & Dynamic Driver Drops
- Strict Performance Clauses: Introduce actual jeopardy into driver contracts. Both player-controlled and AI drivers should be subject to mid-season demotions or terminations if they consistently fail to meet baseline team performance indicators.
- Red Bull & Visa Cash App RB Integration: Deepen the developmental and political link between sister teams. If a Racing Bulls AI driver is heavily outperforming expectations, Red Bull Racing should have the mechanical logic to swap them mid-season with a underperforming main team driver, forcing the dropped driver back down or into a reserve role.
- Fully Functional Reserve Drivers: Integrate official F2 and reserve drivers directly into the career eco-system, allowing them to fill FP1 slots, take over mid-season vacancies, or step in when a main grid driver is dropped due to performance clauses.
- Unexpected events: This is just a little idea that sums up to the topic just ahead, in FC 26 career mode you can activate unexpected events, like a player calls in sick, or something like that, maybe bad financials for my team career mode or a driver is sick and we have to replace with a reserve driver for one race weekend (reference to Bearman replacing Sainz), it would be a nice touch to add some realism. Maybe also to be added to driver career, if the team can't get the car fully ready with the setup asked (ideas like that) or maybe in game a bad pitstop or lack of downforce. My ideas for unexpected events are pretty vague but I hope that the point is pretty clear in general.
3. Highly Requested Community Quality-of-Life Enhancements
- Authentic Qualifying Broadcast UI: Overhaul the qualifying telemetry HUD to perfectly match the real-world FOM broadcast graphics. Instead of only showing color-coded sectors, the UI should display live, running time deficits showing the exact gap/delta to the current Pole Position time (or the car ahead) in real-time as the driver progresses through the lap.
- Dynamic AI Pace Scaling: Overhaul the AI performance metrics across different tracks. Currently, players have to constantly adjust the numerical AI difficulty slider between races because AI speed varies wildly depending on track design. The AI engine should be rebalanced so it scales organically across the entire calendar based on tire wear, fuel loads, and track grip.
- Endgame Career Economy Sink: Solve the problem where team money becomes entirely useless after season 3. Introduce extensive long-term financial expenses, including hiring test/reserve drivers, paying for off-screen team logistics, funding factory facilities, and covering massive repair bills from catastrophic crashes.
- Advanced Damage Structural Mechanics: Elevate crash physics beyond basic wheel and front-wing damage. High-velocity wall impacts (e.g., 300+ kph crashes) should cause irreversible chassis or tub damage, forcing realistic, immediate retirements and multi-million dollar impacts on the team's cost cap budget.
4. Developing the penalty system to make fair calls and more realtic
This one doesn't need points its pretty clear, the penalty system in the F1 games has been really criticized as unfair. I know it is hard to make a perfectly fair penalty system as it would need active human moderation to be as close as perfect, but maybe at least develop an AI system as close as it can get, not just a collision where I didn't create but I still get a penalty, for example an AI that calculates who has the apex for example, or who moved under braking, intentional trajectory switch into the car (etc)... So making a perfect one where no one complains is near impossible, but at least develop it to make it more realistic compared to real-life FIA penalty handing.
Thank you again for actively collaborating with the community during this extended development cycle. I look forward to seeing how these features might help elevate F1 27 into the ultimate simulation experience.