New Scenario Scoring Mechanic

Hey guys!
As you all know from the past few Little Dev Updates, car designer scenarios are on their way. For that reason I have revisited
the core game mechanic of how your efforts are scored and what consequences these choices had for gameplay in the engine
designer scenarios. Some flaws that are rather apparent now after seeing the system in action for about two years:
Of course there are many positive aspects of the old (and still in place) system too. Gameplay is more than just decent, difficulty
levels were pretty easy to establish and to balance. I think it is pretty good for what it is... which doesn't mean it can't be made
better, which this post is about.
Along with the current pre-prototyping of the new car designer scenarios, I've played around with alternative scoring systems. The
following is the so far best version that addresses all the above issues and retains lots of similarities that make players feel at home too.
Higher Is Better Stats: 1000 * Stat / Threshold * StatWeight
Lower Is Better Stats: 1000 * Threshold / Stat * StatWeight
This not only is simpler than the old scoring system, but it behaves much more linear and allows for scores below 1000 points. It is more
in line with how customers will see your cars too: you wouldn't buy a car that has those 30 more hp when all other things pretty much
are worse than the competition. In this model, both directions (lower and higher) behave the same way too.
What does that mean for the engine designer scenarios?
It means that we at some point will do a complete rebalancing of them to adapt to the new system. When that will be we don't know!
Probably when we revamp the forced induction stuff, which then requires a rebalance anyway.
How is difficulty affected by this?
If my calculations are correct: not much at all. The new score limits will change in accordance to the new system, but the setting of
thresholds is done based on the same numbers as before:
How does this change "play"?
Hopefully much more well-rounded! Cars that are better in many aspects will win out against those that excel in only one or two stats.
Are you done yet? I'm starting to feel sleepy.
Yes!
Cheers!
/Killrob
As you all know from the past few Little Dev Updates, car designer scenarios are on their way. For that reason I have revisited
the core game mechanic of how your efforts are scored and what consequences these choices had for gameplay in the engine
designer scenarios. Some flaws that are rather apparent now after seeing the system in action for about two years:
- There is no score given below bronze, i.e. you don't instantly know how far away you are from getting your first medal.
- Scenario progress wouldn't save if you didn't have at least the bronze medal, which can be pretty tough in the hardest scenarios.
- The higher your score, the more "exponential" the score gains feel. While an 0.1 stat increase at levels right above threshold
mean very little change in score, the score gain can be massive when far above threshold. - The "lower is better" stats didn't behave the same way as the "higher is better" stats when far away from the threshold.
- The quadratic nature of the scoring system teaches people to build extreme engines, not solid all-rounders which would do well
in the upcoming tycoon aspect of the game.
Of course there are many positive aspects of the old (and still in place) system too. Gameplay is more than just decent, difficulty
levels were pretty easy to establish and to balance. I think it is pretty good for what it is... which doesn't mean it can't be made
better, which this post is about.
Along with the current pre-prototyping of the new car designer scenarios, I've played around with alternative scoring systems. The
following is the so far best version that addresses all the above issues and retains lots of similarities that make players feel at home too.
Higher Is Better Stats: 1000 * Stat / Threshold * StatWeight
Lower Is Better Stats: 1000 * Threshold / Stat * StatWeight
This not only is simpler than the old scoring system, but it behaves much more linear and allows for scores below 1000 points. It is more
in line with how customers will see your cars too: you wouldn't buy a car that has those 30 more hp when all other things pretty much
are worse than the competition. In this model, both directions (lower and higher) behave the same way too.
What does that mean for the engine designer scenarios?
It means that we at some point will do a complete rebalancing of them to adapt to the new system. When that will be we don't know!
Probably when we revamp the forced induction stuff, which then requires a rebalance anyway.
How is difficulty affected by this?
If my calculations are correct: not much at all. The new score limits will change in accordance to the new system, but the setting of
thresholds is done based on the same numbers as before:
- Code:
1500 points, 50% for tutorial (before: 1000 * 1.50^2 = 2250)
1400 points, 40% for easy (before: 1000 * 1.40^2 = 1960)
1300 points, 30% for medium (before: 1000 * 1.30^2 = 1690)
1200 points, 20% for hard (before: 1000 * 1.20^2 = 1440)
1100 points, 10% for brutal (before: 1000 * 1.10^2 = 1210)
1050 points, 5% for insane (before: 1000 * 1.05^2 = 1103)
How does this change "play"?
Hopefully much more well-rounded! Cars that are better in many aspects will win out against those that excel in only one or two stats.
Are you done yet? I'm starting to feel sleepy.
Yes!
Cheers!

/Killrob