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[TYCOON] Simulation Complexity, Difficulty and Final Scores

PostPosted: Sun Sep 15, 2013 3:44 am
by NexxusDrako
I was thinking about the tycoon part of the game a few minutes ago as I was falling asleep, and I had such a brilliant idea that I just HAD to whip out my laptop (which can't run automation) and tell you guys!

So, Simuation Complexity decides how complex the simulation is, the idea I had was this.

BAREBONES - Sales are global scale, no stock market, marketing is global, reports are extremely simple.
BASIC - Stock Market limited to company buyout, sales and marketing is per continent, reports are simple, yet expressive.
INTERMEDIATE - Stockmarket has buy, sell, IPO and other simple actions, as well as simple reports. Regional sales and marketing and easy, yet full reports.
ADVANCED - Stockmarket has more actions which I can't think of due to lack of investment experience, (Short, long, put and call maybe?), Sales are down to the country and reports are advanced and full.
REALISTIC - Stockmarker is as advanced as Wall Street Raider, reports must be custom made, with a few basic exceptions.
CUSTOM - Does what it says on the tin. :)

Maybe some of these things could be coupled with difficulty, and AI difficulty could be mixed with complexity to make a custom difficuty mode, like easy medium hard, and score factor, like 50% score, 200% and 100% which change with the difficulty, which brings us to Final Scores

At the end of the campaign, we should be able to get a final score, times difficulty factor, which is put in a personal hall of fame, and a global leaderboard.

I hope you guys read these and tell me what you think, I postponed sleep for this! ;)

EDIT: Per city sales? WTF was I thinking! lol

Re: [TYCOON] Simulation Complexity, Difficulty and Final Sco

PostPosted: Sun Sep 15, 2013 9:59 am
by WizzyThaMan
Seems like some good ideas. Kinda like different factors of difficulty like in Transport Tycoon. Except, on realistic, I think it's way too much. I think sales per country are good enough.
Im looking back at Detroit, as where there were different regions on the world. You could easily get together larger parts of eastern europe, but for germany, france, spain, UK etc, you should make single countries and have to build/buy dealerships and/or factories there.
This way you could have a nice build up, starting in germany, then spreading across europe, etc.
You can get reports per country now also then.

Re: [TYCOON] Simulation Complexity, Difficulty and Final Sco

PostPosted: Sun Sep 15, 2013 1:35 pm
by NexxusDrako
WizzyThaMan wrote:Seems like some good ideas. Kinda like different factors of difficulty like in Transport Tycoon. Except, on realistic, I think it's way too much. I think sales per country are good enough.
Im looking back at Detroit, as where there were different regions on the world. You could easily get together larger parts of eastern europe, but for germany, france, spain, UK etc, you should make single countries and have to build/buy dealerships and/or factories there.
This way you could have a nice build up, starting in germany, then spreading across europe, etc.
You can get reports per country now also then.


I actually agree with you, per country is much better. I was half asleep when I wrote this, so I may have been a little bit grandiose. lol

I'll edit the OP.

Re: [TYCOON] Simulation Complexity, Difficulty and Final Sco

PostPosted: Mon Sep 16, 2013 3:31 pm
by Daffyflyer
I suspect the way we'll go is having a stock market, but a somewhat simplified one, with some options to automate some of it if you don't want to manage it all yourself.

Re: [TYCOON] Simulation Complexity, Difficulty and Final Sco

PostPosted: Mon Sep 16, 2013 11:38 pm
by NexxusDrako
Daffyflyer wrote:I suspect the way we'll go is having a stock market, but a somewhat simplified one, with some options to automate some of it if you don't want to manage it all yourself.


Somewhat simplified would be great for this game.

Come to think of it, all the stuff I oulined in the first post really doesn't fit this game's main audience,which seems to be car nuts.

Still, I hope that the game can cater to car nuts, tycoon game lovers and everyone in between. I may have been a little grandiose with my plan... lol.

Re: [TYCOON] Simulation Complexity, Difficulty and Final Sco

PostPosted: Tue Sep 17, 2013 12:09 am
by WizzyThaMan
Well, your idea is great, because with just thinking about it and altering some stuff, it might actually fit the game. Besides, a bit of tycoon in the game isnt wrong at all. This could be simplified or more micromanaging for different difficulty levels to be set by the players itself, I guess.

Re: [TYCOON] Simulation Complexity, Difficulty and Final Sco

PostPosted: Tue Sep 17, 2013 10:45 pm
by NexxusDrako
WizzyThaMan wrote:Well, your idea is great, because with just thinking about it and altering some stuff, it might actually fit the game. Besides, a bit of tycoon in the game isnt wrong at all. This could be simplified or more micromanaging for different difficulty levels to be set by the players itself, I guess.


Yeah, I agree with that reasoning.
As far as I'm concerned, the tycoon part should be about as detailed as the engine and car parts,otherwise it defeats the purpose of a car company tycoon game. lol

Re: [TYCOON] Simulation Complexity, Difficulty and Final Sco

PostPosted: Wed Sep 18, 2013 12:07 am
by WizzyThaMan
As a matter of fact, in another topic i said that I expect the tycoon part to be the hardest of all 3 parts to be included in the game.

Re: [TYCOON] Simulation Complexity, Difficulty and Final Sco

PostPosted: Wed Sep 18, 2013 12:42 pm
by Daffyflyer
It'll be a solid and reasonably deep tycoon game for sure, but you'll be more focused on things like R&D, managing/optimizing production of your factories, working which markets to try and fill, working out how to save money on production costs etc.

Things like the stock market will be part of the game of course, but in a user friendly sort of way, not a super intense "you need to be a stockbroker to enjoy this" sort of way

Re: [TYCOON] Simulation Complexity, Difficulty and Final Sco

PostPosted: Wed Sep 18, 2013 8:09 pm
by NexxusDrako
Daffyflyer wrote:It'll be a solid and reasonably deep tycoon game for sure, but you'll be more focused on things like R&D, managing/optimizing production of your factories, working which markets to try and fill, working out how to save money on production costs etc.

Things like the stock market will be part of the game of course, but in a user friendly sort of way, not a super intense "you need to be a stockbroker to enjoy this" sort of way


Exactly what I wanted. lol

Re: [TYCOON] Simulation Complexity, Difficulty and Final Sco

PostPosted: Thu Sep 26, 2013 11:29 pm
by Urbanliner
Daffyflyer wrote:It'll be a solid and reasonably deep tycoon game for sure, but you'll be more focused on things like R&D, managing/optimizing production of your factories, working which markets to try and fill, working out how to save money on production costs etc.

Things like the stock market will be part of the game of course, but in a user friendly sort of way, not a super intense "you need to be a stockbroker to enjoy this" sort of way

I imagine stock market to be "There is some companies. Buy their stocks when they are cheap and sell them when they are expensive.... or buy them with stocks"

Re: [TYCOON] Simulation Complexity, Difficulty and Final Sco

PostPosted: Fri Sep 27, 2013 12:40 pm
by noeraver
I remember the "stock market" in Railroads as being incredibly simple. Are you looking at something similar to that, or perhaps something with a few more options? I love tycoon games -almost- as much as I love cars, and so the prospect of a stock market in a game is something I look forwards to. I hope that it'll be more like Capitalism 2 and less like Railroads.

Although saying that, I agree that there's really not a good place in this specific game for an incredibly detailed stock market simulation. As long as I can try and reproduce Nissan's entire line and sell it, I'll be a happy camper.