Weather effects (yes, I know that NASCAR doesn't run in the rain, that is
why it is important to have in the game). It would totally affect strategy
when your spotter says "We're starting to get some drops up here" as cars
begin to enter pit lane for stops. To stop or not to stop. Along with
weather effects, red flags, for weather and other reasons.
Better multiplayer options for the host. Ability to hand out black flags to
drivers and to schedule yellows (for pit stops, it is realistic, done at
South Boston for the Busch race), and set whether caution laps count towards
total.
In game ability to run The Winston and Daytona 500. For The Winston: qual +
last chance race for starting grid. Then 30 laps, caution, 30 laps,
caution, ten laps. For Daytona: qual, Gatorade 125's, race.
Two qual sessions (or at least option), provisionals, failure to qualify.
Going behind the wall (Not necessarily visually). When a car takes some
serious damage I hate when they're sitting in their pit stall as I'm trying
to negotiate a crowded pit lane.
Longer time to repair serious damage.
More room on the tracks. If there is no wall there in real life (WATKINS
GLEN!!! just put in an escape road and black flag anyone who uses it to
their advantage) or it is further back (just about everywhere), THEN DON'T
PUT A WALL THERE IN THE GAME.
Better Pits. Ability to stall car in pit, need for clutch, animated pit
crew (so you know when to leave, rather than a timer, when you see the
everyone's hands up, or when the RF tire changer crosses in front of the
car, you drop the clutch and go), other teams pit crews visible, loose
tires, animated pit sign, and if none of that is possible, then at least a
realistic painted on pit box so you know where to stop and possibly a sign
(rather than having to guess where to stop with the current system).
Just for kicks, track some of the contingency awards.
Some of the NASCAR regional touring series (now, there's some racing!).
--
Christopher Dworjan
#22 Marines Pontiac: manfred