The recent intel about SDC caping Malice mk. IV and CIA caping a forward trike (thanks Jerry) got me thinking about build strategies.
An org that starts a new build cycle generally seems to need a couple of tries to fully realize a design (at least from what I've seen). The question I have is what other people think about where to draw the line between refining a design and trying something new.
SDC's buggies for the past couple of years (Malice, Avarice, Bane, [Ambition, Brutality, Corruption...or whatever the new one will be]) all seem to be carbon copies of each other. On the other hand, CIA had a string of forward trikes, tried the reverse trike for a couple buggies, and now seems to be switching back. I can certainly understand repeating a really good design to try to fix minor flaws and to insure against a catastrophic crash with the original. The problem is that, unless an org thinks the current design is as good as a buggy design can be, a fleet of copies just makes sure your D-team has as fast a buggy as your A-team.
My question is how many copies do you need to make? (SDC may be doing some experimenting that isn't visible from the outside so this isn't specifically addressed at them.) On the flip side, does it make sense to try radically different designs instead of incremental improvements?
Personally, I like to see an experimental build every couple of years to provide a little diversity and get teams to try something new. Anyone want to try rear wheel steering? Suspension? Bicycle size wheels?