Sorry to double post, I was taking so long with my last post that Huyler posted, too.
See, I disagree. It removed the one-race-sandbag tactic, but it removed skill from the equation almost entirely.
I don't think it removed skill entirely. Wii is dominating right now due in large part to skill. Yes, he missed the first race and that threw things off, and that needs to be corrected. But because he has the skill to run an FR car when drivers like me don't, he can beat us with a 40+ PP deficit.
As I mentioned in my previous post, the system is messed up in that it is based on race finish, not race performance. I got more money than I should've in the first race because I crashed.
And I like some of your ideas for the PP based system. Some I don't, but not because I don't think they will work, but because I just don't like them (see previous post about ending a season with a car that I don't care about).
This is my idea so far, and it keeps changing in my mind, so it'll be different next week:
There is a baseline PP (I was thinking 365 PP/CS or 450 PP/SS). Everyone can build a car to that in any manner they want, with any parts they want. Build a car that you really want to drive.
We do two races a night for three weeks. That gives us six races. During those three weeks, we can do points so at the end of the month we can say Bob won January. But we also do something like an Elo system on the side. But, if you wreck, then you don't get that particular race counted in your Elo standings.
We use the Elo standings to determine how big a handicap each driver should get. Everyone has the fourth week off to test their car at their new PP level, and we do another month.
Since it is rolling like that, people can come and go, and it won't matter. If you wreck, you suffer in points and you don't "win" that month. But it doesn't calculate into figuring your handicap, so it puts even more emphasis on driving cleanly.
The big question is... how much of a handicap? That is a huge mystery. It will require a lot of trial and error and a lot of patience. I suspect in the beginning it would be a lot of "Add enough PP so you run a x:xx on X." And as we do that often enough with drivers we trust, then we can figure out how much PP it should be.
Some other things I want to keep in mind:
* I don't want the handicaps to make the poorer drivers better than the good drivers, just enough to keep them closer. That last gap has to be made up by the drivers, not by the handicaps.
* Two different cars at the same PP level driven by the same driver are not equal. That sucks, but it can't be helped. There is no way to make a system that fairly balanced (unless we go to one-make, which honestly isn't but so much fun).
* I imagine this, so far, as something that people can come and go, and at the end of the month would be the easiest time for this. This isn't a problem. What could be a problem is, drivers may want to change cars, so they don't get bored. That is fine, but.. since cars don't behave the same, that will throw off things, since the previous handicap was based on that driver in that car.
* People may get sick of losing for three weeks until the handicaps are balanced. And maybe after the first initial month, the handicaps can be done more often, once we have a bigger pool of data.
Whatever any of us do, it will all require patience, understanding, and positive ideas.
(And I'm going to guess that in the time it has taken me to write this, someone else has posted.)