Well, a lot of people think that the races have to always be in a tournament style or with teams... well, they don't. Ladders are the way to go. The top players at the end of a season can then compete in an official tournament. Can be done for both teams and solo. Also, teams can still compete even in a solo environment, simply boasting how many players of a given team got to the "finals" or their positions etc.
What's the point of destructible vehicles when pick-ups are disabled? Doesn't make sense at all. Given that this is a combat racer, the pickups should be allowed and destructible vehicles disabled. This will make it so that it's still a combat racer but people won't be just ganged on and destroyed early on just because they're "best".
Track randomization would probably not work, since the maps would most likely be chosen by the players themselves as the best balanced ones, usually those that don't cater particularly to any type of car. Not in a single day, but through a lot of hours spend on playing the game and coming to a consensus. In a competitive space you need to learn the environment you're playing it inside out, so track knowledge will be incredibly important. Therefore randomization will only do nothing more than "add to the mastery time" rather than actually making things... unknown. Like potty said, would come more down to luck at this point.
Number of laps is something that will have to be tested out. The longer the race is, the less random effect from pick-ups comes into play, as through time the chances equal themselves out. However too long of a race and it becomes... maybe not boring, but definitely tedious. My prediction would be something between 8-10 laps, based mainly on my own experience of getting the slightly tedious feeling on the 7-8th lap, but the competitive nature should keep that feeling away till those 10 laps.
Friendly fire? There are no teams in racing as there's only one winner
Naturally the High engine speed is a must, Wild if it ever comes out of the experimental phase
Lastly, it would be wise to get some foundation laid out for the esports mode while still in the Early Access state. That way the mode would literally have as much "uptime" as possible and quite likely get some "popularity" wave. Naturally the resources the Devs have are limited, so there's that.
potterman28wxcv wrote:catchup assist,
In a competitive environment, this is usually the most hated feature in all of existence. Competitive should be down to skill, therefore you pay for your mistakes, not ride on the catchup wave and due to the sheer speed of the catch up you overtake the guy that was driving very fast and didn't make a single mistake. That is the definition of unfair.