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Budget Overview

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roller88

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Joined: Wed Mar 25, 2015 4:10 am

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Post Sat Apr 25, 2015 1:04 am

Budget Overview

Hi All,

Had a suggestion which you may already be working on in tycoon mode but thought I'd suggest it anyway.

Also I've only been playing the game for a month or so, Awesome Game btw, if this is already in the game and I've missed it then sorry lol

General Idea: A Budget Overview screen within the detailed overview screen when you finish a car build.

Example:

Total Car Cost: £8430

Body £1250 > (Drill down Menu)
Chassis Type: £200
Front Suspension Option: £150
Ect Ect

Engine £2400 > (Drill down Menu)
Block Cost: £400
Head Cost: £350
Intake: I'm Sure you get the idea by now

Running Gear: Ect
Misc: Ect

This way when you're trying to identify why the car you're making is expensive it would make life easier

Thanks
Mat
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utopian201

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Post Sat Apr 25, 2015 1:29 am

Re: Budget Overview

Good idea, it would be great to see where various costs are.
Maybe do the same for weight as well.
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BeforeLifer

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Cars: 2004 Madaz 6 V6

Post Sat Apr 25, 2015 7:38 am

Re: Budget Overview

I to would love that, same for other states like utility/off-road and such, wouldn't be surprised if the devs had that planned, but its probably low priority right now with getting the first tycoon elements fleshed out.
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Killrob

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Developer - Lead Beta Tester/Producer/German Efficiency Expert
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Post Sat Apr 25, 2015 8:19 pm

Re: Budget Overview

That will be part of "Handing the car to your engineers, signing off on the design". So it's not in yet, but will be.
Cheers!
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roller88

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Joined: Wed Mar 25, 2015 4:10 am

Cars: Honda Civic EP3

Post Sat Apr 25, 2015 8:34 pm

Re: Budget Overview

Cool, good to know :)
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Reaper392

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Post Sun Apr 26, 2015 7:22 am

Re: Budget Overview

Killrob wrote:That will be part of "Handing the car to your engineers, signing off on the design". So it's not in yet, but will be.
Cheers!


I suspect the answer is yes, but will we be able to make alterations to the car after seeing the expenses list but before putting it into production? There will probably be many instances of people designing a car, seeing the expenses, then noticing a massively disproportionate chunk of money going towards one or two parts and wanting to make adjustments to rectify that.
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Killrob

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Developer - Lead Beta Tester/Producer/German Efficiency Expert
Developer - Lead Beta Tester/Producer/German Efficiency Expert

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Location: Lower Hutt, New Zealand

Cars: I owned a Twingo... totally bad-ass!

Post Sun Apr 26, 2015 5:48 pm

Re: Budget Overview

Yes, definitely. This would be part of the signing off process... after which you can't change anything anymore once you've accepted. Before then you can go back to rework your design.
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maffc

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Post Tue Apr 28, 2015 5:58 pm

Re: Budget Overview

I was wondering about the engineering handover and production. I presume this is part of the process to get your design into production and take some time in game to complete, depending on design complexity and other factors such as previous history with the tech used.

Also I was wondering if there would be game choices to alter the outcome of the engineering process, based on the "quality, Cost and time Triangle".

e.g. Your design will take 12 months to implement, however you could reduce that time by either throwing more money at it or skimping on some of the process quality.

These decisions would then have consequences further down the line, if you chose money then you would have to be able to afford it in the 1st place and also the break-even costs of your car would increase. If you chose to sacrifice quality then you are risking a shoddy product, recalls and reputational damage due to Design flaws not being worked out. In this case, if you wanted to address the issues you would have to resend your design back to the engineers to fix them.
Likewise if time is not an important factor you could increase quality without increasing cost, but obviously it will take far longer. This means your current products risk falling behind the competition as they age.

I was also thinking a similar thing could apply to the actual production line. Your design takes150 prod units to build. Your production line can handle 150PU per hour, so basically one car per hour rolls off your line (figures are for examples purposes only). Reducing quality of build or increasing cost per production unit, so adding more workers/robots would increase the hourly PU rate with the associated risks with either.
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UlyG

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Post Wed Apr 29, 2015 12:06 pm

Re: Budget Overview

maffc wrote:I was wondering about the engineering handover and production. I presume this is part of the process to get your design into production and take some time in game to complete, depending on design complexity and other factors such as previous history with the tech used.

Also I was wondering if there would be game choices to alter the outcome of the engineering process, based on the "quality, Cost and time Triangle".

e.g. Your design will take 12 months to implement, however you could reduce that time by either throwing more money at it or skimping on some of the process quality.

These decisions would then have consequences further down the line, if you chose money then you would have to be able to afford it in the 1st place and also the break-even costs of your car would increase. If you chose to sacrifice quality then you are risking a shoddy product, recalls and reputational damage due to Design flaws not being worked out. In this case, if you wanted to address the issues you would have to resend your design back to the engineers to fix them.
Likewise if time is not an important factor you could increase quality without increasing cost, but obviously it will take far longer. This means your current products risk falling behind the competition as they age.

I was also thinking a similar thing could apply to the actual production line. Your design takes150 prod units to build. Your production line can handle 150PU per hour, so basically one car per hour rolls off your line (figures are for examples purposes only). Reducing quality of build or increasing cost per production unit, so adding more workers/robots would increase the hourly PU rate with the associated risks with either.

All of this. I'm really intrigued by the tycoon side of things :geek:

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