Post by emperor on Mar 5, 2020 13:55:27 GMT
Hi guys. I want to share an idea to improve the automotive industry that could be implemented in long term. I'm conscious about how hard it could be but I think that would give an interesting competitive factor to this industry and would make players invest huge amounts of money to win, just like real life.
Main points:
-Each piece you use to make a normal or luxury car/e-car (Engine, interior, Car body, onboard computer) would have some characteristics each one that could be improved by using patents (the waste of patents increase with the level of the characteristics).
The characteristics are the following ones:
*Engine: Peak power, reliability
*Interior: Comfort, technology and finishes
*Car Body: Aerodynamic, Brake
*Onboard computer: (Fuel) efficiency, power efficiency.
-This characteristics can't surpass certain levels if you don't upgrade the main quality of the piece first (A q0 interior can have only up to 10 points, a q1 up to 20 etc...)
-This doesn't apply for the ended car. This product will show the total stats of all the pieces.
-Each week, a different kind of car could have more demand randomly. Example, company A sells cars with 72 of comfort and 45 of peak power, company B sells cars with 45 of comfort and 72 of peak power, this week company B sells more because npcs want comfort and this characteristic gives a bonus in demand.
-Each week, there's a different event related with cars. Example, week one is a race on country A. Game only says to players that is a circuit with a lot of corners. Players have until Friday night to send the car they want to use to race. On Sunday at 12pm, the game will reveal the player who won (The game uses a secret algorithm for this, in this case, the points the car has in aerodynamics give a huge boost in the total score while power affects less because is a circuit with many corners, another week the game could say that is a fast circuit with many straights, then power would be more important, and another day can be an endurance race, where reliably is the most important feature.)
Another week the thematic could be a motor show in country B. Here, the players would need to send cars with very good score in comfort and technology/finishes.
-Of course, the events could be just repeated in cycle to don't add more work to the development of the game. Could be like 10 or 12 events and make it repeat every time the last one ends.
-When the weekly contest ends, the first 10 players will have a boost in car sales for the next weeks, having the first one the best boost and the number 10 the smallest one. Plus the first three would get a trophy/certificate (Example: winner of the first edition of Race A).
-You can't send a car to a contest if you're not the one who assemble it, but you don't need to make the pieces for it, you can just buy it to another players.
Of course, all I say are just approximated examples, the developer could prefer other ways to implement it, but I hope that the main idea is clear: make the automotive industry a way to compete with other players trying to have the best product among all the players, so would be more interesting to spend resources on this industry and it would be more complex.
Main points:
-Each piece you use to make a normal or luxury car/e-car (Engine, interior, Car body, onboard computer) would have some characteristics each one that could be improved by using patents (the waste of patents increase with the level of the characteristics).
The characteristics are the following ones:
*Engine: Peak power, reliability
*Interior: Comfort, technology and finishes
*Car Body: Aerodynamic, Brake
*Onboard computer: (Fuel) efficiency, power efficiency.
-This characteristics can't surpass certain levels if you don't upgrade the main quality of the piece first (A q0 interior can have only up to 10 points, a q1 up to 20 etc...)
-This doesn't apply for the ended car. This product will show the total stats of all the pieces.
-Each week, a different kind of car could have more demand randomly. Example, company A sells cars with 72 of comfort and 45 of peak power, company B sells cars with 45 of comfort and 72 of peak power, this week company B sells more because npcs want comfort and this characteristic gives a bonus in demand.
-Each week, there's a different event related with cars. Example, week one is a race on country A. Game only says to players that is a circuit with a lot of corners. Players have until Friday night to send the car they want to use to race. On Sunday at 12pm, the game will reveal the player who won (The game uses a secret algorithm for this, in this case, the points the car has in aerodynamics give a huge boost in the total score while power affects less because is a circuit with many corners, another week the game could say that is a fast circuit with many straights, then power would be more important, and another day can be an endurance race, where reliably is the most important feature.)
Another week the thematic could be a motor show in country B. Here, the players would need to send cars with very good score in comfort and technology/finishes.
-Of course, the events could be just repeated in cycle to don't add more work to the development of the game. Could be like 10 or 12 events and make it repeat every time the last one ends.
-When the weekly contest ends, the first 10 players will have a boost in car sales for the next weeks, having the first one the best boost and the number 10 the smallest one. Plus the first three would get a trophy/certificate (Example: winner of the first edition of Race A).
-You can't send a car to a contest if you're not the one who assemble it, but you don't need to make the pieces for it, you can just buy it to another players.
Of course, all I say are just approximated examples, the developer could prefer other ways to implement it, but I hope that the main idea is clear: make the automotive industry a way to compete with other players trying to have the best product among all the players, so would be more interesting to spend resources on this industry and it would be more complex.