Firstly, add in an ‘economy’ tier of parts, or alternatively, lower the price of the ‘basic’ parts and add a new mid level. The purpose for this is to create a market for upgrades, and upgrade services.
This ties into the second piece...mechanical wear. The tires, engine, and transmission at minimum should all experience wear simply through use. Perhaps the ‘economy tires’ wear less than ‘performance tires’, at the tradeoff of a huge traction disadvantage? Either way, vehicle users will have to interact with mechanics in order to maintain their vehicles, rather than just driving at a snail’s pace with minimum UE to avoid damage.
Next, and I don’t have a way to test this but I have my suspicions...add in the ability to damage vehicles. See your rival’s bike parked outside the club? Go knife their tires. Someone jumped the curb and nearly hit you? Throw a pipe bomb through their window.
Speaking of jumping the curb...adding in the ability to run people over (again, if it’s not already implemented) would be a nice touch. Obviously a fairly difficult maneuver to pull off, and dependant on vehicle speed to do damage.
The final suggestion I have at the moment, is to change vehicle storage from the current ‘locker’ system, into something more like an apartment. This way there are tangible rooms that the cars (and maybe some spare parts?) can be stored in, with the added RP benefit of allowing people to tail a driver into a garage, or figure out the stall number of their vehicle an attempt a break-in RP. This could also encourage topside crime, with mixers heading up to green to try and break into a garage to get that rare car to sell.
I am open to conversation on these topics, and I’m sure all of you have many more ideas to add, or thoughts on those I suggested. Thank you!