Some interesting things mentioned here: http://www.autosport.com/news/report.php/id/125459/f1-2016-the-game-what-new
I haven't read everything about the game everywhere, but here's a few things that stood out:
I haven't read everything about the game everywhere, but here's a few things that stood out:
- If you drag a small team towards the front of the field, don't be surprised if one of the big-hitters unleashes a major upgrade package to move back ahead.
- Your engineer can suggest switching your strategy mid-race depending on how your grand prix is panning out.
- The ability to lose your drive if you underperform, with your agent then forced to find you a seat lower down the grid.
- You also have a better chance of earning a drive with a team based on any affiliation your current employer may have with someone else on the grid, such as an engine supply deal.
- Troubled cars limping back to the pits to give players a better idea of what has caused a safety car period.
- Choose the time of day to hold a race, with day races running any time from sunrise to sunset, and night races available from sunset to sunrise.
- AI: Look out for subtle touches such as your rival trying to break the tow down the straights if you get too close.
- The AI behaviour into Turn 1 of a race has been refined, making it much harder for a player to make up several places in the first braking zone.
- Codemasters plans to have two "update windows" for the game post release, allowing it to refine team performance, update tyre allocations for late-season races, and potentially add any major car upgrades as it did in 2015 with the new nose designs on the McLaren and the Force India. F1 teams have been given the details of these update windows, and they will have the opportunity to submit any updates if they wish.