different game speeds are OK. I think that there should be 2 real second per game day speed mode, which means about 12 minutes per game year, so these 74 game years of full game covered would take about 15 hours, not including any breaks. Then I would play that speed mode. I’m rather a marathon player.
After some think I realize that 5-6 Hours is too short.
So agree with Kubboz. 1 Minute 1 Month. 2 Seconds 1 Day.
But time that you design a car need to pause.
And after some time I think there should be just a textbox, in which player could type how many hours full game should take, excluding breaks, and game then would set the secong/game day ratio, so that lenght of game could be achieved.
I rather like the turn based gameplay of Detroit. But as long as you can pause the game while making cars, engines or sorting out other stuff, I see no problem not having a turn bases game
Pause is not a practical method during a multiplayer game.
The back end effectively works in turns (A Day is processed as a batch),
The game could quite easily become turn based as an option.
It would be nice to be able to pause in SP mode at least
In MP a pause or turn function can kill the flow of the game. (Neither Civ MP or Europa Universalis 3 works wery vell in MP imo)
One thing I thought was missing when playing Detroit was marketing cars for use by emergency services, for example the Ford Crown Vic Police Interceptor for law enforcemnt. The needs would be unique from the general population and open different market options.
I am VERY excited about this game! You guys are doing an amazing job
I have given emergency vehicles a passing thought, it would be a nice thing to have, but probably not on launch.
Got to keep feature creep at bay!
As has been mentioned it differs between SP and MP - in single player as well as a pause, would a sims-esque (blasphemy I know) speed setting be possible? E.g. 3 different speeds with a keyboard shortcut, so you can fast forward as long as your management skills can keep up.
[quote=“Mesa88”]I`m an old Tycoon-fan. (Mostly the old classics)
What I like about the this type og game can be summed into 3 points:
1 - The feeling of creating a company
2 - The economics of the company
3- Creating something new (like the rollercoasters in RCT, or the car models in Detroit)
Notes on point 1 - This is where most games suceed in my experience. However a lot of games contain so much micromanagement that the game stops beeing fun when your company grows to big.
A few notes on point 2 - I have seen that a lot of the new low budget tycoon games the last few years have horrably bad economy controll. I want to be able to see prospects, detailed cost/income, be able to recive advice and have the tools to plan the companys finances. This is whare a lot of games in my experience go wrong. This part of the simulation tends to be to simple, and simply not satisfy me.
Notes on 3 - Looks like youre doing a bang up job on this! the engine video released recently looks great! Can`t wait to see how you make a car model!
Good luck! This game promises to be the spiritual succsesor to “Detroit” I have been waiting for!
(PS: Sorry for my poor english, I seem to have another language for my motherstounge )[/quote]
These are all great points.
I especially have to agree with point 1.
The fun in this type of game is seeing your company grow, designing new cars, but not in the tedious little tasks. Theres nothing wrong with a ton of detail, but its where the detail is.
If for example Im setting up a production of a car I dont want to have to go to a different screen to hire my employees, It should all be right there. If Im running a small company I might have to adjust the production often to stay alfloat, and the more clicks and menus I have to wade through the more tedious the game becomes.
As for the game speed I would suggest a Paradox style 5 speed + pause system. The more speeds to choose from the better, especially in multiplayer when pausing is not fun. Its good to have a speed everyone can play at without it being too slow or too stressful.
There should also be an option to keep playing after the end date, even if there are no new competitor models or changes in economics. Sometimes you just need a few more weeks or months to see a project through to get a sense of completion and acomplishment… Theres nothing worse than almost achieving a goal to have the game force you to quit because of an arbitrary end date.
[quote=“zeussy”]Our current plan for the Car Designer demo, is you will be able to submit your cars to this website to appear on a gallery. With a pretty render and stats about the car.
People can then rate and discuss the cars. These cars will be utilized by the AI car companies to compete against you.
Whether we get there, I certainly hope so [/quote]
The one problem I can see with this is that the game wouldn’t feel right unless there were recognizable cars and companies… Even if the players could design a ford mustang(for example), what would stop it from being a GM mustang in the game?
Maybe enlisting the community to help design cars based on real ones for the companies in the game, and have have a separate gallery for players to submit their custom cars and an option in the game to choose random car companies that use the players cars to add a bit of randomness to the game, if the player chooses.
I guess this issue is easy to fix with two game-modes:
-
Historic. In this mode the AI companies would be based on real-life manufacturers. Because of copyright issues with fake names. These companies would release models based on real cars - again fake model names, and slightly modified exterior designs. So in historic mode there would be a Ford Mustang, but it would be called Fort Palomino or something like that, and it would look a little different from the real Mustang. The Pontiac Firebird could be Potomac Flamebird, etc.
-
Random mode. In this mode the game would generate random manufacturers. Not completely unreal stuff, like leading car factories in Mid-Africa, but you wouldn’t recognize any real-world manufacturer or their real-life cars. In this mode there should be an option something like that: Download designs of other players? Enabled/Disabled. If enabled, the AI would use them for their model-lineup.
That proposal seems to me to be the best solution.
[quote=“RedRiot”]
I guess this issue is easy to fix with two game-modes:
-
Historic. In this mode the AI companies would be based on real-life manufacturers. Because of copyright issues with fake names. These companies would release models based on real cars - again fake model names, and slightly modified exterior designs. So in historic mode there would be a Ford Mustang, but it would be called Fort Palomino or something like that, and it would look a little different from the real Mustang. The Pontiac Firebird could be Potomac Flamebird, etc.
-
Random mode. In this mode the game would generate random manufacturers. Not completely unreal stuff, like leading car factories in Mid-Africa, but you wouldn’t recognize any real-world manufacturer or their real-life cars. In this mode there should be an option something like that: Download designs of other players? Enabled/Disabled. If enabled, the AI would use them for their model-lineup.[/quote]
I think these are good ideas, except I still think an option to add extra ‘Random’ companies to a historical game wouldn’t hurt.
Or better yet have the Random and Historical mode unrelated to the Companies and have the player decide if he wants historical companies or not… Have the mode affect the economics and events and such, but allow the player to choose to have Historical companies, Random ones, or Historical + X amount of random companies.
Hey guys new here.
The game seems a really good concept at this time and the engine builder looks promising. As far as building a good economic model I would consider checking out that classic economics tycoon game “Trevor Chan’s Capitalism 2” The simulation not only of how businesses run (both large and small) but how the global economy functions was not only accurate but also intriguing. There is also another great concept form that game that I think you could use. R&D was not only used for one’s own company but could also be brought and sold to other companies. This could simulate not only interdependence of companies (ie Hyundai using chassis design by Porsche for the Coup FX) but also opens the possibility of playing the game not as a manufacturer but just as an engine builder/ designed, body designer, chassis manufacturer, ect ect.
Sorry for the monster post, to sum up check out these aspects of Capitalism 2
- Stock exchange model.
- R&D model
- Global economic model. I.E different economic situations in different cities effecting production and consumption of specific classes of cars. I.E cheaper to build cars in country with lower income level, lower consumption of luxury cars during economic downturn.
Hope this helps,
Ozboat.
Good tip Ozboat, we will check that one out for sure
Hi guys. I just joined and from what I have read this is an amazing game your working on. I’m sitting here surfing the web trying to find somethin in the line of the motorcity dos game from 1994 and from what I gather this can be it! I’ve got tears in my eyes…
Thanks For This!!!
P.s when is the expected beta release date??
plan seems to be to publish this year…
you should be able to put your car into some form of motorsport competition even if it just came up with numbers. as in if ur car did poor u would get less of a boost in sales and would end up not making a profit over the outgoing cost of being in the motorsport. but if your team did well the extra sales would cover it and make a huge profit.
^ That’s planned for a possible expansion
I play Paradox games, and I started about 3 weeks ago in year 1453 (it ends in 1821). The game year now is 1620.
So yeah the game can go as slow as you want… but yeah a minute a month sounds good, but a bit slow… An adjuster set by an MP Admin for speed would also be nice.