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FifaPro2098's avatar
FifaPro2098
New Novice
1 month ago

Ideas for F1 27 (re-make in a more structured way)

To the EA & Codemasters Development Team,

Following up on my initial thoughts, I wanted to provide a structured, detailed breakdown of my community wishlist for F1 27. As a console player on PlayStation, I cannot rely on PC mods to enhance realism, making these native features vital for the next-generation F1 experience.

Expanded Career Mode Depth & Financial Realism
- Infinite R&D Ecosystem: Replace the linear, capped R&D trees with an "infinite" upgrade system, allowing teams to continuously develop minor performance gains year after year.
- Financial Cost Cap Integration: Implement a true-to-life cost cap mechanic. Upgrades must carry precise financial costs, forcing players to strategically balance their budget between aerodynamic, chassis, and powertrain development.
- Extended Career Lifespan: Increase the maximum career mode length from 10 seasons to 15-20 seasons to maximize the value of long-term driver transfers and team evolutions.
- Grid Team Management: Allow players the option to take full control of existing, real-world teams on the current grid in Career Mode, rather than being restricted to creating a new 12th team.
- Equal Performance "Development Race" Mode: Add a career sandbox option where all teams start with identical car performance on Race 1, kicking off a season-long (or more) development race governed by the cost cap to see which AI or player team manages their budget most efficiently.

Immersive Mechanical Failures & In-Game Scenarios
- Dynamic MFD & Radio Failures: Introduce scenario-based electrical glitches where the team radio cuts out or specific MFD menus become temporarily blocked due to software issues.
- Expanded Mechanical Failures: Increase the frequency and variety of mechanical DNFs. Brakes should be manageable with real risks of overheating or catching fire, and rear-wing DRS failures should have more realistic, unpredictable aerodynamic outcomes.
- Humanized AI Behavior: Make the AI less robotic and "perfect." AI drivers should be prone to organic, unforced errors, causing realistic Lap 1 pile-ups or mid-race crashes without requiring player intervention.

Advanced Customization & My Team Options
- Proprietary Engine Supplier: Expand the My Team engine selection by allowing players to fund and build their own independent engine manufacturing facility, rather than relying strictly on Ferrari, Mercedes, Red Bull Powertrains, or Renault.
- Next-Gen Customization Engine: Leverage the character-scanning technology utilized in EA Sports FC to allow console players to scan their own faces for realistic driver avatars.
- Deep Livery & Logo Suite: Expand the livery, team logo, and helmet editors with significantly more granular detail controls and a wider selection of real-world secondary sponsors.

Thank you for reviewing this detailed breakdown. Implementing these features would vastly bridge the gap between console and PC players, and make the game more fun to play and realistic.

4 Replies

  • First of all, extend R&D a lot more and develop it so its like an infinite amount of upgrades and there is a cost cap like irl, where you pay to upgrade certain upgrades, and extend career seasons to 15-20 as 10 seasons is too short. Expand customization for livery with more irl sponsors (if possible) and more expansion in making details for livery, my team, logo and the helmet. Also I saw that for FC 27 there is gonna be a scan feature to make your character more realistic compared to yourself. If possible also (i know it practically isn't but try maybe for future games idk when) to add a possibility where we can control real teams currently on the grid. Give more control for My Team on engine supplier like maybe creating your own independent supplier or more fun development races for all season where an option where every team starts at equal performance and do a development race over time to see with cost cap who can develop a car with realistic budget for bigger teams. In game details like scenarios where radio won't work some MFD menus will be blocked because of a software problem or more likely failures for other parts of the car like brakes where we can manage them they can caught on fire or fail, rear wing as well (already happens but more often) and a more realistic outcome to it. Make AI less robotic and "perfect" for example so it can cause crashes on lap 1 more frequently or at any moment in the race without the player intervening. All of this would be a nice touch especially for PlayStation users that can't rely on mods to make the game more realistic.

    These are all my suggestions for now, I'll post more if I have some and I hope EA can take at least parts of this into consideration, 

    Thank you.

  • EA_Groguet's avatar
    EA_Groguet
    Icon for Community Manager rankCommunity Manager
    1 month ago

    Hey there!

    Thank you for your feedback! I'm merging your two threads to avoid duplicates!

    -Groguet

  • Yeah sorry I thought it wasn't well structured enough. So now I am planning to throw in a part 2 of suggestions for the new game which I hope will reach to you as well as part 1. Thank you.

  • 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.