Crowd-sourcing competitors for next update

Seeing as how the next update will require a couple thousand unique cars to be designed in order to adequately fill out the market, has there been any thought of using the community at large to help fill it during the usual open beta stage?

The way I envision it there would be two parts of the open beta. The first part would be a low-publicity release when the balance changes are finalized enough to start filling in the market, but everything dependent on competitors is still disabled. During this stage everyone here would be able to choose a random year and broad category, design a model and some trims for the individual markets segments, and submit it. During this time a table could be kept detailing which market segments by time period are filled, to help community members choose an unfilled segment. Once a couple weeks of that has passed, submissions could be sorted by difficulty level, whatever gaps there are can be filled, and the game can then be moved onto the second regular open beta where people would be free to try to break the new features as usual.

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While that is a neat idea and I thank you for sharing it, it is not a realistic undertaking considering all the complications that come with it.

Due to the underlying structure and us wanting to minimize the amount of effort needed to get this done, we do need a reasonably homogeneous ~1700 competitor cars that are spread around in a non-random fashion. This will allow us to scale difficulty, with the same cars being used for an easy game as well as an impossible-difficulty game.

The ~15 closed beta testers were sourced from the community. They currently are building the new competitors (we are about 1/3 done after about a week) and they are among the best Automation players in the world plus used to sticking to pretty strict rules, which is an absolute must in this scenario. I doubt that would result in anything but chaos if done by the community at large. :slight_smile:

Cheers!

If I may ask, what are the rules/guidelines that you gave the beta testers? I’d like to try making some myself, if only for my benefit :wink:

I second this motion!

I’d love to see if I could make “official” cars because I’d love the practice :sunglasses:

I guess there is no harm in sharing that. These are the rules taken out of context. Each car should take you ~15 minutes to build.

Every car needs to be a new model with a single trim. You should not reuse any engines either. No aesthetic requirements: place as much cooling as you need and move on. Morph the cars for their desired functionality.

Start building in 1940 unless a Start Year is specified. With a frequency of “4” you make a new car every 4 years, i.e. in 1940, 1944, 1948, etc. If the offset is 2y, then the build years would be 1942, 1946, 1950, etc.

Always use 92 Leaded and later 91 Unleaded once it becomes available to keep things simple and cross-region compatible. Use quality sliders as you want, but note that your car will be put on the market at the point your engineering project is finished as counted from the 1. January of the year you design the car. So watch out for the engineering time not blowing out of proportion!

Cars cannot be made so cheap as to properly satisfy the budget categories’ desire for cheapness, remember that these categories include second hand buyers which you are not catering for with your factory new cars. Make the required car as cheap as possible as long as it improves the competitiveness score of the demographic you are building for. Make the cars have decent reliability even if the demographic itself doesn’t care about it directly.

Make sure the car is marketable and viable for the next x years by forwarding the market year to check. X in this case should be equal to the “Frequency”. This means you need to watch out for minimum safety regulations.

Don’t use any engineers and leave all sliders at their default position throughout engineering and factory setup. Choose the factory size for car trim and engine variant according to the listed factory size for the demographic you are building for! That means some cars line-ups you build won’t be able to have steel monocoque chassis, for example. Restrictions on panel materials are ignored for now, choose what you want.

Naming convention for cars:
Model / Family: “Target Demographic”+“Slot Nr.” (Example: Commuter Budget 3)
Trim / Variant: “Year” (Example: 1988)

Once done with the whole lineup, create a new brand and put all cars built for the target demographic into that brand.
Brand: “Target Demographic”+“Slot Nr.” (Example: Commuter Budget 3)

Upload the zip file you get from exporting the brand to the closed beta forum thread dedicated to that. Once done, mark your slot green and start on the next one you have been assigned. If you’re out of tasks, ask Killrob to assign you a new one and don’t forget to mention your preference. If you have started working on a demographic, mark your slot yellow to indicate a WIP.

While you MUST save all your cars with ZERO markup, you should build and optimize them with the markup indicated below. This should help you see what an appropriate trim level consists of, as without it you may go too expensive to turn a profit for your company, upsetting game balance.

If your car scores well in seemingly unrelated demographics (UD), then that doesn’t necessarily tell you that your car is a good UD car. What it does tell you is that there probably aren’t any UD cars in the market for those buyers to get, so your shitbox still looks good to them in comparison.

So what you are supposed to do is to ONLY look at your demographic and maximize its competitiveness score, everything else is completely irrelevant because we are building these cars without an up-to-date competitor pool of cars. It doesn’t matter if your car scores highest in UDs or not, as long as you maximize your score in your category. The absolute score is irrelevant too, because that is a measure of your competition (or the lack thereof) as much as of your car.

The spreadsheet looks something like this (some demographics cut off at the bottom):

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Wow, I had no idea markups were supposed to be so high! I’ve been using around 10-20% for most of my family-oriented cars. I thought I read before that most family sedans have something like a 5-10% markup, while SUVs and trucks have 20-30%.

Also, I’m glad my company doesn’t make hypercars :stuck_out_tongue:

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I’ll use those mark ups as guide for my companies :smiley:

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I now see why you wouldn’t want an uncontrolled community crowd source for that data… Just verifying each entry to ensure it is accurate would take weeks! :frowning:

Thanks @Killrob for sharing the info; this level of detail bodes well for the quality of the final product! :grinning:

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Not only that, we in the forum tend to make everything… sportier than it needs to be (or frankly unrealistic).
“so you need to build a family budget car”

  • makes a 685 hp family budget car*
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Haha, exactly :stuck_out_tongue: I think it would make sense to community source cars if the goal was to get a wide collection car archetypes as envisioned by a bunch of man-children cars… let’s call it “The 61st Demographic”. :smiley:

The cars we are making now will not be in the final game, they serve as a basis for testing some of the features planned for the campaign, until we have AI car makers. They will serve as the backdrop for the pseudo campaign though!

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i just read this thread. AI Car Makers?? O_O it’s gonna be AWESOME. and scary.

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Sorry for a little necromancy, but could you share all of the segments from that spreadsheet? Would be quite handy to see what standards all the competitors are made to.

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I took a screenshot from the other part :stuck_out_tongue:

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