I think that, from a game design perspective, anything that is not enforced by the mechanics of the game sends the message that it is considered fair*. The mechanics define how the player is able to interact with the game and
should be the clearest indication of the boundaries of the rules. Doubly so if TOS and other policies are nigh unenforceable by developers.
*assuming it does not breach any other ethical considerations
Back to the current discussion, which leaves a lot of questions in implementation...
- Where during the corner or track would this enhanced ghosting be implemented?
- Will the ghosting be distance + speed based? Relative/Gap?
- If neither, how will you predict an impact/incident?
- Will this be active per individual player, based on individual DR level?
- If not, how will you determine the DR level of the room? Max/Min Ranking? Median?
- If not determined by individual or group DR, is it universally applied to all skill levels? Is it determined by SR instead?
- For which DR or SR ranks will this be active?
- Are there any punishments for activating it? Does it affect the SR of the offending driver?
- If it does not affect their SR and strength of ghosting is handled by DR/SR, how will this affect higher DR/SR lobbies?
- If so, how will you mitigate dirty driving in higher DR/SR lobbies?
Off of the top of my head....
I don't think getting rid of the
effects of bad dirty driver behavior does much long-term, personally, and actively conflicts with the purpose of the SR system, which is to rank people based on relative cleanliness based on
contact. You would just end up with more dirty drivers in [Insert DR Rank]-S.