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How are interiors going to work?

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maffc

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Post Sat Feb 22, 2014 5:57 am

Re: How are interiors going to work?

If you actually think about it trim levels are basically interior packages and in most cases you get 3 or 4 choices (excl engines) from basic to top of the range.
I'm guessing in the full game if you want to implement a really budget brand you could apply interior packages from the previous decade
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Wurzelsepp

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Post Mon Feb 24, 2014 10:40 pm

Re: How are interiors going to work?

How about this:
To give the player a better feel for the packages, you show them a list of features/gadgets that are included in that package for the current year/quality.
In background you'd only need a simple table with estimated years for introduction/standard/expiry. No balancing needed at all, but much better feedback for the player about what they get with which package.
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Killrob

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Post Mon Feb 24, 2014 11:01 pm

Re: How are interiors going to work?

There will be a description for each package which says what is in it.
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Wurzelsepp

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Post Mon Feb 24, 2014 11:15 pm

Re: How are interiors going to work?

That's even simpler and completely sufficient IMO. :)
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Camshaft91

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Post Mon Mar 03, 2014 11:04 pm

Re: How are interiors going to work?

Wurzelsepp wrote:How about this:
To give the player a better feel for the packages, you show them a list of features/gadgets that are included in that package for the current year/quality.
In background you'd only need a simple table with estimated years for introduction/standard/expiry. No balancing needed at all, but much better feedback for the player about what they get with which package.


I completely agree, maybe just have like check boxers?

So you select your interior type, say basic; then a checklist with options appear? Like what do you want as part of the basic package? Radio cassette or no radio? ventilation or AC? Vinyl flooring or carpet?

I think this was it will give the player option? I personally wouldn't hate the pop up so long as it did provide several options? like every option (For the time period) is there and u just need to tick it or turn the button green with the relevant feature to enable it to that model car???

I mean..... how hard can it be??? :roll:
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maffc

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Post Mon Mar 03, 2014 11:16 pm

Re: How are interiors going to work?

Camshaft91 wrote:I mean..... how hard can it be??? :roll:


Having seen the vid on how the stats are calculated and the number of them i would say very hard, well maybe not hard, but very very time consuming to implement, which imo, would be time better spent elsewhere at the moment.
Perhaps a future detailed interiors DLC pack for those who want the extra.
I think at the moment the plan strikes a reasonable balance
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Killrob

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Post Mon Mar 03, 2014 11:30 pm

Re: How are interiors going to work?

No need to discuss that anymore guys :) and you're right about that maffc, it would be a horror to implement, balance and maintain, for no real benefit to gameplay on the other hand. It's already covered by the combination of the various packages and the quality sliders. It is time better spent elsewhere.
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WizzyThaMan

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Post Mon Mar 03, 2014 11:46 pm

Re: How are interiors going to work?

As you can read earlier in the topic, I wrote a way on how to implement the checkboxes approach and give it another view. It wouldnt be that hard to implement, but balancing and such can be the thing that can consume time like a fat kid could keep on eating muffins.

Edit: Had the reply standing open but had to leave the PC for a few minutes, then finished my post afterwards only to see killrobs reply.
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wieclaw

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Post Sat Mar 08, 2014 2:09 am

Re: How are interiors going to work?

Hello there, form my point of view the detailed interior options are a good thing. I'm 100% on that with WizzyThaMan. Lets just think about it for a second.

- From the customer point of view (i mean the virtual customer that we will sell the cars in the game) you spend most of your time in the cockpit not under the bonnet. So its pretty important for the people who really buy cars what do they get inside cockpit.
- It would add a ton of customization and make it very deep for the gameplay.
- I really don't know how you will be doing the calculation of the selected packages but they will be some kind of numbers right ? So maybe by adding for example a radio you will get for example + 5 to Luxury of your car , by adding traction control will add some points to safety of your car, and so on. Then the time passes let's say from 60's to 70's some tings will become more common so they will not have such a impact on the overall safety and luxury stats. Different kind of seats would for example racing kind will make add to both safety and luxury. This will add more fluent transition from the different kinds of packages you already have. The calculation part for the game wont be so tough i think. But just like WizzyThaMan said balancing thous factor wont be so easy.
- I don't think you should rush such things but take in to consideration on further development of the game after the launch. Or maybe design the calculation in a way that the modding community can make it more detailed.

(Yes its my first post ;) )
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