Cool! Thanks for the language lesson.
Let's start the meeting without any delays. First of all, I would like to inform you about the certain changes which will take place. If you have questions or counter-ideas, please express them:
- Pitstops will allow for a complete car repair, but it will take extremely longer. You will choose between "usual pitstop" and "long pitstop."
- Tyre supplier values will be hidden as usual. But the engine values will be shown with clear numbers.
- Some tyre brands will have better performance on some tracks.
- Track length will affect how much gaps open/shrink. Credit to Milos for the idea.
- Special engineers can be hired to prevent "out of fuel" and "chassis fail" problems as they will call the car into the pits in the last minute and refuel the tank to maximum/repair the car to maximum with an unusually long pitstop.
- Engine contracts will be signed and paid on race-count, beforehand. Non-player manufacturers will offer discounts to longer contracts. Player-controlled engines can be signed with minimum 100 credits per race. Manufacturers will not be able to break contracts after the money is paid. As usual, player manufactured engines can't supply more than 3 teams.
- Starting with the next season, drivers will have their abilities lost randomly at the end of each season. They will lose around 4-5 levels from random skills.
- Track setup numbers will be hidden. Instead, there will be track descriptions such as "this track is very downforce related" or "top speed is highly effective on this track" etc etc...
- "Safe" pace will make the driver refrain from overtaking/defending more certainly.
- A new driver ability which will allow less fuel consumption for a lap. Credit to Rubaru for the idea.
- Sister teams will have much slower cars by default. A highly developed sister team car can catch up a non-developed main team car though.
- Paces and revs will be updated slightly regarding their speed/wear values.
- Fuel loads will affect speed a little bit less.
- Pitstop lengths will slightly longer.
- Test drivers will have a "testing" skill which will give bonuses when tests are conducted with them. They can be advanced to the 1st or 2nd driver positions, but doing so will remove their testing skills.
- Engine research and testings will have a chance to bring more than usual speed, but decrease reliability.
- More might be added until the new season starts.
And now for the proposals (Please pick one of the choices for each topic, or reject them all if you want and offer a new variation):
TOPIC 1: TEAM ORDERS
- Ban all team orders. Even team-mates should not be told to yield.
- Ban team orders only between different teams. Sister teams included.
- Do not ban anykind of team orders.
TOPIC 2: SISTER TEAMS TEAM SIZE
- Allow sister teams to have only 1 car.
- Allow sister teams to have two cars as usual.
TOPIC 3: SISTER TEAMS ENGINE CONTRACTS
- Sister teams can't buy any player-manufactured engines.
- Sister teams can buy player-manufactured engines if they are not owned by the main team.
- Sister teams can buy any engine.
TOPIC 4: RANDOM FAILURES
- Implement a new system which will be activated 1-3 times per race and cause mechanical problems at a randomly selected car regardless of its upgrades and driver skills.
- Implement the system mentioned above, but do not result in sudden retirements. Instead give a significant amount of car wear.
- Do not implement a random failure system.
TOPIC 5: DRIVER RELATIONSHIPS
- Driver testing, winning, finishing on podium and achieving certain sponsors will increase a drivers' affinity with their team. These affinity points will increase the managers' bonus points for the next season's driver bidding wars.
- Don't implement a relationship system.
My vote counts as 2 and I vote for the 1st option at each topic.
I will start tagging non-replied managers in 1-2 days.