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A general note on Tycoon-style games

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RedRiot

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Post Sat Jan 29, 2011 5:12 am

Re: A general note on Tycoon-style games

The one problem I can see with this is that the game wouldn't feel right unless there were recognizable cars and companies.. Even if the players could design a ford mustang(for example), what would stop it from being a GM mustang in the game?


I guess this issue is easy to fix with two game-modes:

1. Historic. In this mode the AI companies would be based on real-life manufacturers. Because of copyright issues with fake names. These companies would release models based on real cars - again fake model names, and slightly modified exterior designs. So in historic mode there would be a Ford Mustang, but it would be called Fort Palomino or something like that, and it would look a little different from the real Mustang. The Pontiac Firebird could be Potomac Flamebird, etc.

2. Random mode. In this mode the game would generate random manufacturers. Not completely unreal stuff, like leading car factories in Mid-Africa, but you wouldn't recognize any real-world manufacturer or their real-life cars. In this mode there should be an option something like that: Download designs of other players? Enabled/Disabled. If enabled, the AI would use them for their model-lineup.
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Automobilist

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Post Sat Jan 29, 2011 5:29 am

Re: A general note on Tycoon-style games

That proposal seems to me to be the best solution.
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Drake

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Post Sat Jan 29, 2011 8:24 am

Re: A general note on Tycoon-style games

RedRiot wrote:
The one problem I can see with this is that the game wouldn't feel right unless there were recognizable cars and companies.. Even if the players could design a ford mustang(for example), what would stop it from being a GM mustang in the game?


I guess this issue is easy to fix with two game-modes:

1. Historic. In this mode the AI companies would be based on real-life manufacturers. Because of copyright issues with fake names. These companies would release models based on real cars - again fake model names, and slightly modified exterior designs. So in historic mode there would be a Ford Mustang, but it would be called Fort Palomino or something like that, and it would look a little different from the real Mustang. The Pontiac Firebird could be Potomac Flamebird, etc.

2. Random mode. In this mode the game would generate random manufacturers. Not completely unreal stuff, like leading car factories in Mid-Africa, but you wouldn't recognize any real-world manufacturer or their real-life cars. In this mode there should be an option something like that: Download designs of other players? Enabled/Disabled. If enabled, the AI would use them for their model-lineup.


I think these are good ideas, except I still think an option to add extra 'Random' companies to a historical game wouldn't hurt.

Or better yet have the Random and Historical mode unrelated to the Companies and have the player decide if he wants historical companies or not.. Have the mode affect the economics and events and such, but allow the player to choose to have Historical companies, Random ones, or Historical + X amount of random companies.
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Ozboat

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Post Fri Feb 18, 2011 12:26 am

Re: A general note on Tycoon-style games

Hey guys new here.
The game seems a really good concept at this time and the engine builder looks promising. As far as building a good economic model I would consider checking out that classic economics tycoon game "Trevor Chan's Capitalism 2" The simulation not only of how businesses run (both large and small) but how the global economy functions was not only accurate but also intriguing. There is also another great concept form that game that I think you could use. R&D was not only used for one's own company but could also be brought and sold to other companies. This could simulate not only interdependence of companies (ie Hyundai using chassis design by Porsche for the Coup FX) but also opens the possibility of playing the game not as a manufacturer but just as an engine builder/ designed, body designer, chassis manufacturer, ect ect.

Sorry for the monster post, to sum up check out these aspects of Capitalism 2

1. Stock exchange model.
2. R&D model
3. Global economic model. I.E different economic situations in different cities effecting production and consumption of specific classes of cars. I.E cheaper to build cars in country with lower income level, lower consumption of luxury cars during economic downturn.

Hope this helps,
Ozboat.
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Daffyflyer

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Post Fri Feb 18, 2011 1:04 am

Re: A general note on Tycoon-style games

Good tip Ozboat, we will check that one out for sure 8-)
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Ockert J

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Post Fri Feb 18, 2011 9:58 pm

New here

Hi guys. I just joined and from what I have read this is an amazing game your working on. I'm sitting here surfing the web trying to find somethin in the line of the motorcity dos game from 1994 and from what I gather this can be it! I've got tears in my eyes...

Thanks For This!!!

P.s when is the expected beta release date??
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Deus ex Machina

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Post Fri Feb 18, 2011 11:06 pm

Re: A general note on Tycoon-style games

plan seems to be to publish this year...
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AlfaDave

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Post Tue Mar 01, 2011 12:23 am

Re: A general note on Tycoon-style games

you should be able to put your car into some form of motorsport competition even if it just came up with numbers. as in if ur car did poor u would get less of a boost in sales and would end up not making a profit over the outgoing cost of being in the motorsport. but if your team did well the extra sales would cover it and make a huge profit.
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Daffyflyer

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Post Tue Mar 01, 2011 12:23 am

Re: A general note on Tycoon-style games

^ That's planned for a possible expansion
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Savoyard

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Post Tue Mar 01, 2011 8:49 am

Re: A general note on Tycoon-style games

I play Paradox games, and I started about 3 weeks ago in year 1453 (it ends in 1821). The game year now is 1620.


So yeah the game can go as slow as you want... but yeah a minute a month sounds good, but a bit slow... An adjuster set by an MP Admin for speed would also be nice.
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Drake

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Post Tue Mar 01, 2011 8:56 am

Re: A general note on Tycoon-style games

Savoyard wrote:I play Paradox games, and I started about 3 weeks ago in year 1453 (it ends in 1821). The game year now is 1620.


So yeah the game can go as slow as you want... but yeah a minute a month sounds good, but a bit slow... An adjuster set by an MP Admin for speed would also be nice.


I also play Paradox games.

I think a Paradox style selectable speed + pause would be nice; I think they have 5 speeds + pause. Its good to have lots of options for multiplayer since Pause is very annoying. Its nice to have a speed everyone can play at.
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Deus ex Machina

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Post Tue Mar 01, 2011 1:02 pm

Re: A general note on Tycoon-style games

how about a voting function in game if ppl think its too slow/fast ?
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Daffyflyer

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Post Tue Mar 01, 2011 1:06 pm

Re: A general note on Tycoon-style games

Deus ex Machina wrote:how about a voting function in game if ppl think its too slow/fast ?



I think Defcon had that, worked OK
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AlfaDave

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Post Thu Mar 03, 2011 9:32 am

Re: A general note on Tycoon-style games

are you making it online multi player??????
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AlfaDave

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Post Thu Mar 03, 2011 9:36 am

Re: A general note on Tycoon-style games

oh yeah also as for the engine design bit are you going to be having twin spark engines
as they allow different ignition timing and also better emissions and more torque for the same amount of fuel. also the engine note is better.
also it was an earlier tech than the newer tech that keeps emissions down and if the car engines have a r&d age limit then i think that would be a good thing to add. as you will be able to get that in the 80's.
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