Post by waltdisney on Oct 6, 2021 4:30:13 GMT
Dear All,
I propose a taxi & trucking industry using the existing vehicles present in the game, namely trucks, econ cars and econ e cars.
There will be 3 buildings:
1) Taxi Depot
2) Truck Depot
3) Vehicle Maintenance Building / Service Center
How will this industry work?
Players need to buy the vehicles and store them into a depot. Each depot level (building level) will be able to store X number of vehicles. Leveling up the building will increase the size of your taxi/trucking fleet.
Players can franchise the license to 1 driver per taxi and 2 drivers per truck. Each vehicle drive 2000km per day. Every 10,000km, vehicles are scheduled for routine maintenance and will make the cars unavailable for 12-24hrs. The higher the quality of the vehicle, the longer it can run without maintenance.
For example:
Q0 econ car runs 8,000km without maintenance.
Q1 = 10,000 km
Q2 = 12,000 km and so on….
However, players are not obligated to place their vehicles under routine maintenance. There is a penalty for this and it is based on probability.
For example:
2000km over scheduled maintenance threshold
Chance for car to breakdown = X% and will be increasing exponentially the longer it goes without maintenance. Parts can be broken as well so there is a % chance for the cars to need to replace parts like combustion engines and batteries. Players need to buy these items and send them to the maintenance building to repair their car. It will take longer to repair so the vehicle will be stuck in the shop for 3 days.
Apart from the routine maintenance, vehicles have a lifespan.
For example:
Q0 Econ E Car = Over 30,000km mileage (10% chance to breakdown and need new parts to repair)
Q0 Econ E Car = Over 35,000 mileage (15% chance)
Q1 Econ E Car = Over 35,000km mileage starting point. Higher Quality = higher mileage starting point.
How does maintenance work?
This is a service sector building. Players who own a taxi/truck depot do not have to have their own Service Center. Other players can be full on Service Centers only.
Player A (Has a fleet of 50 econ car taxis)
Player B (Has Service Centers)
Player A clicks his taxi/truck depot and checks his unusable vehicles. He can click on said vehicle and directly send a contract from his Depot to a player. These will not send the cars!! This will send a paper contract whereby the player sets the price he is willing to pay for the service for X number of vehicles. Player B can see this unique paper contract inside his Service Center and choose to accept or not. If there are parts needed, Player B must buy the parts to replace Player A’s existing parts. After maintenance is done, Player B can simply send back to Player A only. There will be no mixup by sending back to the wrong person.
If Player A has his own Service Center, just send it to himself.
Now how does each vehicle earn?
Players who own a vehicle must deposit said vehicle in depot (it’s like a separate warehouse) Players will decide how much is the daily quota for each vehicle. The way it works in the real world is that taxis are actually single-vehicle franchises so the owners of the cars give a specific quota to earn and anything above that quota goes to the driver.
If the quota price is too high, drivers might not want to franchise the taxi license from you. If too low, then players may lose money due to the upkeep. The set quota price cannot be changed for 7 days. The price threshold where there is a high probability of drivers will not accept your quota price will depend on the economic state (normal, boom & recession). Drivers can also quit mid-contract.
Vehicular energy upkeep:
Although, in real life, it is paid for by the the driver, let’s make the players pay for it.
Econ Cars - Petrol
Econ E Cars - Electricity to Recharge
Trucks - Diesel
Every time the vehicles is being driven, there will be a cost/km.
Finally, accidents and insurance:
If the car breaks down in the middle of driving, there is a % chance of causing accidents whereby players will need to send the cars to the service center and assess the damage (small to large repairs) and paying medical costs of the driver.
Remember, there is a higher chance of breakdown for low Q cars, skipping routine maintenance and if the vehicle is nearing its lifespan.
This is where the accidental insurance comes in. Players may opt to have an accidental insurance plan per vehicle (minimum of 20 vehicles) that must be paid daily. This will cover the cost of any damages during accidents via reimbursements for parts and medical fees. The daily price for insurance is higher for low Q vehicles and cheaper for high Q vehicles.
I propose a taxi & trucking industry using the existing vehicles present in the game, namely trucks, econ cars and econ e cars.
There will be 3 buildings:
1) Taxi Depot
2) Truck Depot
3) Vehicle Maintenance Building / Service Center
How will this industry work?
Players need to buy the vehicles and store them into a depot. Each depot level (building level) will be able to store X number of vehicles. Leveling up the building will increase the size of your taxi/trucking fleet.
Players can franchise the license to 1 driver per taxi and 2 drivers per truck. Each vehicle drive 2000km per day. Every 10,000km, vehicles are scheduled for routine maintenance and will make the cars unavailable for 12-24hrs. The higher the quality of the vehicle, the longer it can run without maintenance.
For example:
Q0 econ car runs 8,000km without maintenance.
Q1 = 10,000 km
Q2 = 12,000 km and so on….
However, players are not obligated to place their vehicles under routine maintenance. There is a penalty for this and it is based on probability.
For example:
2000km over scheduled maintenance threshold
Chance for car to breakdown = X% and will be increasing exponentially the longer it goes without maintenance. Parts can be broken as well so there is a % chance for the cars to need to replace parts like combustion engines and batteries. Players need to buy these items and send them to the maintenance building to repair their car. It will take longer to repair so the vehicle will be stuck in the shop for 3 days.
Apart from the routine maintenance, vehicles have a lifespan.
For example:
Q0 Econ E Car = Over 30,000km mileage (10% chance to breakdown and need new parts to repair)
Q0 Econ E Car = Over 35,000 mileage (15% chance)
Q1 Econ E Car = Over 35,000km mileage starting point. Higher Quality = higher mileage starting point.
How does maintenance work?
This is a service sector building. Players who own a taxi/truck depot do not have to have their own Service Center. Other players can be full on Service Centers only.
Player A (Has a fleet of 50 econ car taxis)
Player B (Has Service Centers)
Player A clicks his taxi/truck depot and checks his unusable vehicles. He can click on said vehicle and directly send a contract from his Depot to a player. These will not send the cars!! This will send a paper contract whereby the player sets the price he is willing to pay for the service for X number of vehicles. Player B can see this unique paper contract inside his Service Center and choose to accept or not. If there are parts needed, Player B must buy the parts to replace Player A’s existing parts. After maintenance is done, Player B can simply send back to Player A only. There will be no mixup by sending back to the wrong person.
If Player A has his own Service Center, just send it to himself.
Now how does each vehicle earn?
Players who own a vehicle must deposit said vehicle in depot (it’s like a separate warehouse) Players will decide how much is the daily quota for each vehicle. The way it works in the real world is that taxis are actually single-vehicle franchises so the owners of the cars give a specific quota to earn and anything above that quota goes to the driver.
If the quota price is too high, drivers might not want to franchise the taxi license from you. If too low, then players may lose money due to the upkeep. The set quota price cannot be changed for 7 days. The price threshold where there is a high probability of drivers will not accept your quota price will depend on the economic state (normal, boom & recession). Drivers can also quit mid-contract.
Vehicular energy upkeep:
Although, in real life, it is paid for by the the driver, let’s make the players pay for it.
Econ Cars - Petrol
Econ E Cars - Electricity to Recharge
Trucks - Diesel
Every time the vehicles is being driven, there will be a cost/km.
Finally, accidents and insurance:
If the car breaks down in the middle of driving, there is a % chance of causing accidents whereby players will need to send the cars to the service center and assess the damage (small to large repairs) and paying medical costs of the driver.
Remember, there is a higher chance of breakdown for low Q cars, skipping routine maintenance and if the vehicle is nearing its lifespan.
This is where the accidental insurance comes in. Players may opt to have an accidental insurance plan per vehicle (minimum of 20 vehicles) that must be paid daily. This will cover the cost of any damages during accidents via reimbursements for parts and medical fees. The daily price for insurance is higher for low Q vehicles and cheaper for high Q vehicles.