*** Let me clearly state that this is just a sort of Brainstorm to think about how this could be implemented in the game in such a way that it suits the game and doesnt leave open gaps ***
So, I have been catching up on some news of the Dutch police ordering 13.000 new Volkswagen policecars from VAG. This got me thinking. Something along the lines of this will be implemented in the game, where you get to make taxi cars, police cars or some other contracts that might get offered to your company.
We should look at a couple of questions to get to a decent answer atleast. Right now, I think these questions should be asked:
-When (will the contract be offered?)
-What (does the contract require you to do?)
-How (does the game allow for your input?)
When?
I was thinking that you company would need an average or above rating on things like Comfort and Sportiness. In case you make shitty, small cars with only 900cc engines and no luxury at all for example, you should not be offered a contract. But what if you have just made that ‘one-hit-wonder’, and seems to be a real good car for its time; Will you be offered a contract after several years when the car proves to be an excellent car? That brings us down to another aspect: Checking for averageness.
The game should calculate what above-average cars have been produced, to make a selection of what companies and what cars make a chance to be in the contract. The computer should check for things like costs, as you dont want fivethousand 1.2 million super (exotic) cars to be driving around in your police squad. So these cars should be outruled right from the start, just like cheap cars (but these simply outrule themselves already, as 99% of the cheap cars don’t meet the average standards). On the other hand, those 1.2 million cars don’t sell as good as your average 24.000 dollar sedan, so you could also check if the car is sold over a certain amount of times.
Basically, it comes down to these things that need to be considered before the game offers you a contract;
- Check for the average of all cars sold in a country
- Make a selection along the costrange of the cars
- Check if the car has proven to be a good car and met a certain number of sales (more than 500K in the 90s?)
What?
Ok, so now you get offered this contract, what’s next? Most important thing you see with policecars, is that they should be more comfortable and maybe even more important, be sportier, quicker, more horsepower. They need to be able to keep up with the average car easily and keep up with cars that are a bit above average, too. So this would require you to upgrade your current design, both car and engine probably. Looking at the car, it should always be a 4-door car. Pretty obvious, but this also narrows down the cars that can be selected from the previous step even more (which is a good thing).
To get your the car to perform better than the one you are currently selling, you could be looking at things like; an increase of 10% Reliability, 25% extra power and a fuel economy increase of 5%.
Of course these should be put down to solid numbers, like if your car makes 100hp, an 25% increase of power means that the contract wants the car to be 125hp. This should all be depending on the year you are building the car and of course should be reasonable, as the game needs to stay playable for everyone, even without knowledge of building efficient and proper engines. (I think the tutorial videos and the community will help out those kind of people a very decent way anyway)
Then there is also the needs per country or region. A country opr region with a lot of off-roads, might require you to build a car that performs well off-road. A country like Japan which is crowded and urbanized, requires you to build a car to keep up with the cars of that 90s era (Skyline, Supra, NSX etc.) so a decent on-road car with power is required here.
So, looking at what needs to be build, narrows things down a bit more and should now show you what the speciifications are that the car should meet;
- 4 door+ car
- Different eras and countries come with different averages and different needs
- According to the averages and needs, the car needs to perform better, thus a certain number of stats should be increased compared to the current car you are selling
How?
Ok, so now the limits of the contract are known. But how does the game calculate in your input? A possibility is to let the player see a calculation of the expected costs and thus their profit. According to a slider you can choose to make more profit or to give a certain amount of discount. When you keep your customer happy, there is an increased chance they will come back to you with more contracts of course. Imagine in several years, a new contract will be out, but your cars haven’t really been as good as the past years. You might be #2 on the list, as another company has a better car. But because they made a deal with you earlier, and they were happy with the car and the amount of cash they had to pay for the contract, you can get something like a +5% ontop of your rating as a so called ‘trust rating’. Because of that rating, you are now #1 on the list and therefor get offered the contract first. So the input of the player with the contract counts. Would you want to go for pure cash, but get a -5% rating, stay neutral and get 0% or give a discount and get +5% with thinking about your future? When going for pure cash it doesnt mean they wont come back next time, though, but it is understandable that you might need that cash injection into your company because last year you lost a fair amount of cash by opening a new factory.
Then there is another check to be done. Is the player currently on a contract or has the player had a contract in the last year? If so, you should get a decreased chance of getting another contract, so other companies/players have a chance to get these contracts too. This will balance out gameplay and not make you overpowered when you created that ‘one-hit-wonder’ I named earlier.
Then there is also the thing of Declining a contract. If the player declines to do a contract, what will happen? Will you not receive any other contracts for the next year? Or will the computer try and offer you a better contract which gives you a chance of earning more cash? Or will the computer then go to #2 on the list? According to me; WHY NOT ALL???!!! I think there should be a chance of them offering you a new contract that makes you able to earn more, but there is also a chance that they are like “Take it or leave it. You took leave it? Sure, no problem, we will go to your competitor!”
So this part comes down to the next things named below;
- Player input; Do you want to maximize your profit, stay neutral or give a discount and have a higher chance for future contracts?
- How many contracts can one player have? One contract or multiple contracts? Is there any limit on the number of contracts over a certain period of time?
- What happens when a player declines a contract? Will they try to convince you with a better one or go to your competitor?
As you can read, this is heavy stuff, as there is a lot of choices and programming to do to seal it off and make it all go well and be a balanced element inside of the game, without giving Player A too much benefit over Player B and Player C.
Feel free to add stuff to the story in the comments below. I will try to keep up with this thread and if there is some decent things in there, I will change this First Post or add extra stuff to it.
Regards,
WizzyThaMan