OK, so it’s been a week and there are a few things I’d like to report.
Firstly, many of the concerns I had were addressed in an e-mail directly from the developer not long after I made the last post. That was a pleasant surprise to say the least! To paraphrase *some *of what was said, the sales model is designed to give a small sales bonus to brand new cars and steadily declining sales (without intervention) thereafter. By intervention, I mean periodic updates such as facelifts or revised engines to keep things “fresh” - just as real manufacturers do.
Secondly, by locking up some of the available options early on in the game, it encourages players to keep playing rather than building something wild, become bored, and then leave. If I’m honest that’s one of the reasons why I continue to play - not just because it’s fun to see how well I’ve been doing (more on that later), but also I look forward to the day when I have enough cash to be able to build supercars that will actually sell!
On the topic of custom colors - they considered giving players the ability to name colors, but decided against it feeling that few, if any, would use it. I still think that decision should be rethought. Especially on the basis that you can copyright a custom color in the game that only your company can use. If I’m going to pay the extra money for the privilege, I’d also like the freedom to be able to show off my wit and creativity by giving my colors a unique name! [size=65](oh that means you too, automation!)[/size] I doubt this will be implemented unless other players voice similar opinions - they should create a poll, see what others think! I don’t think I’m the only one who would enjoy naming colors (at least I hope I’m not ).
Lastly, price restrictions are the result of early testers not having a rough idea as to what a competitive price would be and charging exorbitant prices for otherwise mundane cars. While I can see where they’re coming from on that point, I suggested the restrictions (if they absolutely have to be there) should vary based on the type of car being built. A 50% maximum markup above cost for a micro car might be OK, but that seems overly restrictive on a supercar when you’re paying a lot more money for R&D, material and production costs.
In the week since I last posted, I managed to turn my company’s losses into massive profits! At one point, I believe I was either #3 or #4 for the most cash on hand! I’ve since spent some of the money upgrading facilities and opening up new tech, but it remains to be seen whether or not it will pay off - or if I upgraded prematurely. One of the best features of the game, I think, are the reviews in the “Motor Tycoon Weekly Times”. Unlike other games which use boilerplate (or automated scripts) and then merge your company name, these reviews are actually hand-written by MT staff! They watch the progress of certain companies and write about their fortunes (or misfortunes, haha) and do reviews and comparisons of recently released cars. It really adds a personal touch that makes you feel more included in the game/community. The reviews are unbiased, well-written[size=150]*[/size], and fun-to-read - especially when you’re an honorable mention.
[size=150]*[/size] I did spot a couple typos here and there. Nothing major though. The quality of the writing overall far exceeds the odd spelling error.