I got some ideas for the CARS - Online section.
1. Ability to set up different classes with different specs in an online lobby. (ex: Class 1 would be limited to 550PP while Class 2 would be limited to 500PP).
1a. Classes can use any mix of methods to limit the cars. (ex: Class 1 could be limited to 620PP values with Race Hard tires while Class 2 could be limited to FR/400hp/2000kg's with Race Softs and Class 3 Could be limited to the HPA Audi TT on stock tires).
1b. Amount of classes could be anywhere from 1 to 16 (though someone must have an active imagination to make up 16 different classes).
1c. User created pre-set classes. (See number 3)
Note: Makes Endurance races again AI and fellow users much more interesting.
2. Real-time lobby labels that let users know more information on the restrictions of the lobby while giving a tangible score as to the quality of the racing going on inside.
2a. To avoid the complexity and, ultimately, (in my opinion) the problems that could arise with abuse or bad luck in using a personal "safety" score, I think the lobby as a whole should be judged on the quality of the racing going on inside (abuse of shortcuts, even when the penalty is deactivated, amount of penalizing contact even if the penalties themselves are de-activated, history of the hobby host for creating or joining rooms that have low or high scores, all taken into account). iRacing's safety score works because it's a much more professional environment for enthusiasts, as opposed to a mix of enthusiasts and casuals.
2b. Ability to have either a longer lobby title or at least be able to change the lobby title. (Should happen automatically if host leaves). As stated above in number 2, more information on the general specs and type of racing occurring in the lobby should be provided on the label as a result of the setup of the lobby. Thus leaving the title to provide more colorful information.
2c. User created pre-set loose rules, warnings and information tags on the lobby (See number 3).
3. Online User-created pre-set lobby rules and information content generator and library. User's may spend time creating elaborate classes for both casual online use or for specific leagues that require in-depth rules and adjustment setting and limiting. These could also include going into setting up specific limitations and/or allowing/disallowing certain cars from each class. Things that would be timely to have to re-do each time the user opens his lobby are instead saved here to be immediately accessed from the online lobby whenever the user needs them.
3a. This also includes text warning and loose rules that can by typed up in paragraphs and saved, to be added to the lobby should the user wish and showing up as reading material for anyone who joins the lobby. Ex: No Ramming, No Diving, No Corner Cutting, Respect competitors to your inside and outside during a turn, etc. Instead of having to copy-paste these into chat each time another user enters the lobby, they're automatically shown to him if the Host decides to add the rules to the lobby.
3b. Should a marketplace of sorts be added to GT6's online function, these pre-set warnings and rules could be offered up (for free), with popular regulations appearing on a monthly-popularity leader board. They can also be shared by the user with friends to allow fellow competitors to prepare cars that meet each regulation.
4. More in-depth limitations and regulations in the form of restricting both maximum PP as well as maximum/minimum aero points, weight, ballast and horsepower. Possibly certain engine modifications. (To help, GT can suggest cars to users that will fit regulations, so that a user doesn't have to search through every car in his garage to find a car that fits a particularly strict set of rules. In an out-of-lobby viewing of regulations, it could also offer cars that fit the rules that the user may not have.)
4a. Via Pre-set rules, this can be narrowed down to apply to certain cars or broadened to include certain drive-train types (FR/MR/FF etc) or even cylinder count.
4b. Can be set to "locked" where members are not allowed to surpass the limitations set in place or "Trust" where a user is allowed to move stats above or below the defined values, however he can be penalized via a "Scrutineering" button, which fellow competitors can select to apply towards a competitor who might be cheating. If the settings of the car do not meet the defined regulations, then the competitor is penalized.
5. Impromptu points system to encourage competitors to stay in a lobby. Points are earned via finishing position (no points for DNF's) and can unlock special paints, gear and maybe even car tickets. Items are given out per the amount of points upon exiting, and upon reaching certain total values in lifetime goals. (Ex: Paints can be given away each time you earn 25 points in a single lobby, and gear can be earned whenever your overall total hits 50, 100, 250, etc.)
5a-1. To support the casual nature this is intended to foster, different GT points systems can be selected while custom points models can also be used after being created in the pre-set content area.
5a-2. Introduce a possible modulating point structure where certain lower positions can earn the same amount of points as the people in front of them if they finish within a certain amount of time of each other. This encourages close-fought friendly battles and doesn't punish users who may get shafted by a dirty driver on the last turn of Laguna Seca or other courses. Again, this is a point system intended for casual competitive racing, not for league or club play.
Example:
The Standard points system, assuming the entire field finishes quite spaced apart, would look something like a normal points ladder:
18-17-16-15-14-13-12-10-8-8-6-6-4-4-2-2
Firstly, the total points won is dependent on how many people are in the lobby. Above is an example of what might the points per position in a grid of 16, assuming everyone crossed the finish line before the clock expired (Points could be halved if you do not finish before the clock expires, if the Host allows it).
However, should the field be smaller, points-paying positions are lopped off at each end with higher-paying points being the first to go. (Ex: If there are only 15 entrants, then the highest paying position is 17. If there are only 14 entrants, then 17 is still the highest, but there's only one position that pays 2 points at the tail of the field.) This would be to discourage small groups of friends getting together to abuse the system by racing in groups of 5-6 to gets better chances at higher-paying points.
Back on the topic of the modulation, though! Let's say positions 2nd-5th all finish within a second of each other, battling for position all the way down the front stretch, and there's a similar situation with the next group behind them, the points would instead look like this:
18-17-17-17-17-13-12-12-12-12-6-6-4-(2-1-1)
Note: The winner will always score at least one point above whoever comes second, regardless of how close they finish. In this scenario, though, there were four people who scored 17 points, because three were all within a second (or whatever the split-time would be to qualify for the bonus) they got the points as if they finished second, since they were racing very closely and were having lots of fun. Sixth place still scores the normal 13 points as he wasn't close enough to get the bonus. He was also far enough ahead to make sure his fellow competitors behind him didn't copy his points by finishing closely. However, the group behind him was close enough to get 7th place points or 12 each. Only three more finished within the time limit to get the normal 6 and 4 points, but the last three finished outside of the limit and thus got half points.
Anyways, I'm getting a little carried away here, but there are a lot of options I'd like to see that would make the online more robust, fun, competitive, informative and interesting.