Tonight was very informative. Although we only had 4 drivers we learned a lot.
* 10pp is enough to bring some cars to the front and overcome skill issues
* 20pp is enough to bring a bad car to the front and/or overcome skill issues
* Even with a 20pp skill, drafting kept cars close on the track and made for some interesting 3-wide situations
Scoring came out almost dead even, but I realized I made a mistake and gave Nic only 5pp one race instead of the 10pp he should have received. That probably messed up the entire scoring for the night but in the end it still would have been close.
After 7 races everyone was within 1 point of each other...
https://docs.google.com/spreadsheet/pub?key=0AmN50XYhoI9OdFRTUDNReEdyaUxqWGRmeWZWMVpnZ0E&output=html
Race 1, my car was very slow
Race 2, my car was still slow
Race 3, I was able to confidently run at the front
Race 4, I lost my edge and couldn't compete even though I was only down 5pp
Race 5, I was back on top
Race 6, to the back again
Race 7, was very close and I might have pulled off 2nd maybe even 1st if it were longer.
So basically I needed all 20pp in the Civic to be a front runner, but I never finished too far back when I had a little handicap.
A few other items we talked about...
* Applying negative pp to driver/car combos that are simply too fast and continuously perform well with no additional pp.
* Having a regular season where pp fluxuates with the above rules but then a post-season where the pp is fixed for several races and set based on averaging the pp required for your top X finishes. The math for that isn't fully hashed but I think it could make for some intense racing once everyone has their optimum handicap set.
* multiple races per night to allow drivers a 2nd chance to race, sometimes with a different handicap.