Yes I'd like you to know why your reasoning will stand. It's Assetto Corsa, but you can draw parallelisms with Minorinating's points system and SR. Penalty-implementation wise you can pretty much take everything he said and put it to GTS.
You can find why this is wrong in the article I reposted above
OK this will be lengthy and I have chosen few relevent points. So here we go with direct quotes fronm the article and my countering arguments.
"What if...
After years of coding things that directly have logical and physical implications, my brain instantly goes in the "what if"-mode whenever I hear a suggestion. The problem is that the suggestion is born in ONE specific accident, and the user usually tries to abstract this to a type of situation - but is plainly wrong or at least incomplete: "He hit me in the back during braking towards T1 and this was wrong, so MR always should accuse the one who hits another guy in the back."
• "What if" the guy in front of you surprisingly slams the brakes on a straight?"
It is his fault and should incur a penalty. GTS knows where the baking zones are as I have already stated.
"What if" the guy you are about to pass suddenly blocks you?"
Yes, this is a hard one that would need some work over time to get it right. IMHO it would come down to overlap. Insfficient rear car at fault, sufficient car in front fault and lastly, too close to call, racing incident and the wreckage should be the penalty for both.
""What if" the Wrecker is sitting in a blind corner and you hit him in the rear?"
The game already Ghosts these cars so a moot point. Next?
"What if" the guy behind you spins his car in a chicane, ending up hitting you with his rear?
The game is smart enough to know which way the car is pointing. Any penalty should be that cars fault BUT I would suggest treat it the same as any accident and instantly ghost that car and his penalty will be the ensuing wreck.
"What is a brake zone?" I have already covered this. GTS has put 2 cone markers where the brake zones are in driving aids so the game already knows where these zones are. I would suggest they be extend 5-10% to allow for different driving styles.
"You'd need knowledge about both track and car" see above Re: track and since in GTS online we only race the same class or identical cars it is not a valid point to raise.
"A Yellowbird could easily have 3 or 4x the brake distance compared to a GT3.... etc etc" Already answered above so it is a moot point.
Now someone raised tyre wear and fuel load changing braking distances. Also a moot point, if the game sets max braking point for that class of car. Regardless, the following car *SHOULD NOT* run into the car in front as in real racing. Simple as that. People just learn to drive and if you can't work out all this stuff then don't do events where it is in effect.
Well Alpha Cipher how am I doing so far? Perhaps if you have some more specific question you would like to ask I will be happy to go through them with you.