We've already talked a bit about Grand Prix Manager 3, should be the racing part.....But to avoid the launch date to be postponed into 2021, here's some thoughts :
It could be presented in different ways.
I think the simplest, would be a list with lap times, and accumulated racetime per car. (1st place on top etc.) so you could see how far you're in front, or behind. the value could change for each lap. (As the years go by, the theme and timetable could be changed).
this will remove the need for a graphical representation of racetracks, and any animation required for car positions on the track.
If the same "script" is repeated lap after lap, with updated attributes (messages to the driver, fuel consumed etc.) each lap and the randomfactor in it, it should make for a race.
- The Cars
Basicly you pull the selected cars attributes into the season.
On top of that, you should be able to have some tuning/research/improvement done to the car. (Note, whatever you do to the car, stays in the racing part. Nothing gets transferred back to the main game at this point).
This could improve various attributes of the car, you brought in – so the base values gets increased/decreased based on your choices. (Improved aerodynamics, may increase weight etc.).
These enhanced attributes will be your racecars attributes.
- The Drivers
You should be able to hire a driver (or several, if you have more cars in a team).
To keep it simplified, I think you could narrow it down to 2 attributes. (You may want to expand it, to be more detailed).
Quickness and Risk taking.
Quickness should affect laptimes (and thereby race position), while risk-taking should affect chance of completing the race.
The 2 attributes should be linked, as the faster drivers should have a bigger risk of not completing.
- The Race
You have the cars enhanced performance attributes (Handling, power etc.) + drivers quickness = laptimes (end position)
The drivers risk-taking + braking attribute = risk of crashing.
The cars quality attribute + dependability attribute = risk of not finishing.
On top of that, there should be some randomness factor, that means you won’t win 100% of the time, even if you have the best driver & car.
If you want to add management tools, you could have different messages to the driver. (Increase pace = more fuel consumption + higher risk) etc. that you'd be able to give out during the race.
- The Money
The budget you set with the slider (whether you choose detailed racing or not), should be the same.
In detailed racing, you just get to decide, how it’s spend, while the automatic racing should spread it evenly between the different attributes of the car + a driver.
Even with a maximum budget, it shouldn’t be possible to improve everything on the car, and hire a top driver.
- The Benefits
What should be comming out of the racing, should be image (depending on how well you’re doing) and research skills.
The research skills could be in the form of a rebate on improving existing components, reduced development time of newer components or reduced number of components you have to develop to increase skill.
If you want to use it a bit more detailed, you could allocate different attributes to different components, so the more you improve certain attributes, the more skill you get send back to the game for a specific component..
It could be presented in different ways.
I think the simplest, would be a list with lap times, and accumulated racetime per car. (1st place on top etc.) so you could see how far you're in front, or behind. the value could change for each lap. (As the years go by, the theme and timetable could be changed).
this will remove the need for a graphical representation of racetracks, and any animation required for car positions on the track.
If the same "script" is repeated lap after lap, with updated attributes (messages to the driver, fuel consumed etc.) each lap and the randomfactor in it, it should make for a race.