Here’s some suggestions i have been thinking about the last few months. NOTE! Low priority random ideas, dont know if adds much to gameplay. Up to devs to decide.
Decals having price/manhour values + sportiness/prestige
Car body morphing affects aero resistance values and weight
Coolant system quality slider (higher value= more reliability and weight etc.) for cars with aestethically less grilles and or vents
OD mode for automatic transimissions to help with fuel economy.
Just having atleast rear and front lights + indicators adds to safety value
I think that was all i had to get off my mind and thanks for reading!
For 1,3, and 5, just stop and think about what this is promoting for a second. This is teaching the user that a car should only have a complex design if it is a supercar/supersedan. Then, just because you added a chrome strip, should the car be sportier? Or have more prestige? Do you want to grade someone’s tastes? If one person likes a 70 Dodge Charger with a certain type of handle, why should that be sportier/more prestigious than another person’s preference, a 70 Charger with a shaved handle? (which is done by placing nothing) Costs would be minimally different! How do you know that people will interpret that as a more prestigious design? If prestige was to be based off of looks as well, (for we cannot have the car’s objective performance change by someone changing a subjective quality that is looks) we are back to limiting people’s creativity.
Basically, we want to keep looks being of the user’s preference. Otherwise, we start getting “optimal” numbers of parts for certain types of cars.
As for overdrive mode, this has been discussed. It is currently possible, just adjust your max speed and spacing to have a wacky last gear.
[quote=“gt1cooper”][quote=“Coolghost”]
we are back to limiting people’s creativity.
[/quote][/quote]
Ah forgot about that, my bad.
I spend too much time thinking about indepth manufacturing in real life where every single detail on a car takes R&D time and costs a lot, so i got carried away a bit I guess.
But it could maybe be implemented into some hardcore campaing mode where freedom to do things is a bit different, or?
I know, but I was asking you as a player. Do you think that, as a player, you would get enjoyment out of this? Or would you just find the limitations on creativity frustrating? Personally, when I’m making a car, there are already enough variables determining performance. Were we to add this thing, I believe that the majority of the players would ignore this option, seeing how it would be trying to grade something that doesn’t really (in many cases) happen in real life; how many vents/grilles/fixtures does a tesla or a bmw 7 have? How many does a fiesta have? Are you sure that there is a distinction in those via numbers?
The ideas in and of themselves weren’t bad; don’t get down on yourselves. There’ve been a couple threads before asking this, leading us to make conclusions on this type of thing already. Sorry if I seemed a bit short.
No harm taken, I understand and agree wholeheartedly, some restrictions make things duller.
As a former mechanic i guess i got a masochistic side to do stuff within limitations, but that’s just my personal preference and as such cant and wont express what other players might or might not want.
So, back to thinking about stuff that would add fun and sparkle more creativity, I go.
Thanks for the input, it got me thinking in another perpsective.
[quote=“Jakgoe”][quote=“Coolghost”]
2. Car body morphing affects aero resistance values and weight
[/quote]
As it is, morphing does affect weight.[/quote]
I’ll have to check this out when I’m playing around with it again, but I had been looking at that on some models I was making and the weight was not changing…
but along the lines of the OP’s post, I was wondering (and I’m sure at least SOME of this is a yes) if there will be more light styles in the final game, as well as molding/trim. I’m having a hard time using just tactically placed grilles and vents to make interesting visual cues on my cars.