It seems that the PU was quite easily reduced, though I think due to my materials and design choices I’m inherently going to find it hard to get it much under 300. I do wonder what counts as reasonable for this tier of car though.
That’s a good value, I think…, in the end these are extreme cars.
I gave a thought about to quality/tech advantage thing and definetly I’d get rid of the quality sliders.
The possible tech advantage would be in the tech tree (where you could improve few times every component - related with the specific technology or section), and the quality would be on the manufacturing process.
Brace yourselves for some significant balance changes! They may take some getting used to, but in the grand scheme of things, make a whole lot more sense delineating between classes of car.
(Values below are calculated with new progressions, currently only in closed Beta, so please disregard when comparing to your own models. In short, hypercars are now deemed properly useless and impractical… as they should be. Note also that drivability values improve provided your car is not a total deathtrap to start.)
Ouroboros is shaping up to be a real contender for actual production development in 2017. With the groundwork being laid out for expansion on the way (again, details later), our top-down vision is to make racing technology more accessible at multiple tiers of super car, not unlike a certain antipodean development tree. Valued at 128K (without markup), this car will also represent a challenge to fellow hypercar manufacturers to show their hand of the future.
Yes, you’re seeing it right, this car has an economy of 6.5L/100km and will qualify as a very low emissions vehicle any which way you cut it. This isn’t because people who buy supercars necessarily care about the amount of fuel they consume (though the world would possibly be a better place if they did). It’s because we’re anticipating significant changes to the industry and legislation in moving towards reducing emissions and preserving non-renewable resources, and we’re putting our plans into practice as early as possible. Besides, getting these figures out of 666bhp, 0-100km/h in 2.8s, and 6:57 around Nordschleife (clearly not while achieving that fuel economy lol) is pretty remarkable, no?
Unless you built a car specifically to appeal to several disjointed demographics, it seems unlikely!
Then again, due to lack of forward compatibility with major version changes, I’ve had to rebuild most of my cars from 2014 at least thrice. In fact, since some of them have over 200 fixtures, I have held off on actually finishing their design until I know the game isn’t going to change any more!
While waiting for me to stop having writer’s block and finish some stories central to the development of the company, I have a bit of a design study WIP:
Say hello to Tron Car Butt, now featuring responsive live updating brake lights that pulse and flicker, and shift around in response to the car’s dynamics and activation of stability systems.
This was made largely to test the limits of @Razyx’s new fixtures, now on the workshop. They tickle some of our greatest automotive fantasies, and also offer significant boosts in taillight functionality, though, as they are, still also WIP. I can say that there are going to be some very exciting additions indeed…
The above table, for example, shows the part you used (this one is a Razyx indicator light), and where you placed it and how. Just count the number of these in your file.