The main problem is: Your idea is a typical game-developers-business-boss idea in these days. Make the game more exciting, let the players log in more frequently, entertain them every 15 minutes by giving them a small goody nobody needs, but everybody wants, because it is rare. Show them, they cannot get everything - and then show the ultimate solution: microtransactions. No offense, but a manager would think: Show Caution Clock the Bugatti Veron, say him, he has 15 minutes or 793 others sales time to get the car, show him the lack of 200k ingame credits and show him the shortcut to the marketplace, where he can get 200k ingame for only 5 bucks - or just 3, if he buys ingame-credits for 100 $.
I thing, FM7 is new and exciting now, but wait a little bit and see, how the feeling about this game will shift soon enough. A good part of the players will leave the game in the next weeks, because the have to play WW2 or BF2 every day to keep up with all the others because both games are games-as-a-service aswell. Another part of players will ignore other games and play every day, paint, tune or race everyday. These players have a very fast progress and earn credits within the millions. If you give them every 15 minutes new cars, the have the complete collection after a week or two and the the spec dealer is totally boring for them. And then you have the third big group: Players who login once a week to do the forzathon and buy cars at the spec dealer. You can see by the achivment-percentages, that these players plus the group-2-players are fewer then 5% of all players purchasing this game. I would think, that most of them will have a point, when FM7 does not feel like a game anymore - like fun, its just work or a drug. It is friday, you have to login, you have to win a championship (three one-lap-races to spend fewer then 10 minutes), make 50 (!) jumps in a Ferrari over a special danger sign (driving in a small circle, doing this within 20 minutes), and the turning the xbox off after you have gained another Porsche 911… It is a typical procedure in FH3 and the moment will come sooner or later in FM7 aswell. Then it will be interessiting enough to see, that you need 200k more and have a week time to earn this money by driving in circles at Daytona. If a player think, he don’t have a chance to keep up (because he has offers every 15 minutes but only seconds to buy it), he will be frustrated and leave the game, because he feels left behind. These players will not buy DLC-Cars or Addons anymore. And these sales are very important: FM7 brings 700 cars for 70 € to you. 1 car = 10 cent. A DLC brings 7 cars to you, costing 7 €. You can calculate easily where T10 makes the money and what’s their main goal. They need weekly returning players, not players, who have two exciting weeks and then leave the game bored or frustrated. You need to see the carrot and you have to have the feeling, you can reach the carrot. An eaten carrot every 15 minutes will feed you up to fast, a missed carrot every 15 minutes will let you leave to search for another carrot-source.
The interesting part are the answers, which show, how many players like this approach. My idea would be: Give us a good racinggame, give us ingame economy like it was in FM4, where you had to gain credits by racing, painting, tuning or working like a salesman in auction house. Let us decide, when we want to buy which car - and this means every car. The limit are the credits, not the question, if I am at home at christmas and can buy car X or if I visit my family for a week and don’t have the chance to buy it. The people loved FM4 for its game mechanics and FM gained fans around the world. 6 years later FM7 has the same coregameplay, the only thing that changed were these games as a service approaches surrounding the races - and players are asking for refunds, fans are leaving. Hopefully T10 reads this thread, your idea and the answers to it …