A few players have pointed out that there is little incentive to spend much time producing cars with the default slots from the start of the game, with some experienced players deciding to skip that tier entirely and just pre-research them before making any capital investment at all. This feel a bit like cheating, and isn’t really in the spirit of the game, and there have been calls to find a way to defeat this as a strategy. I think there is a lot of merit to this argument.
One suggestion I have (and its implemented pending feedback before the 1.46 patch) is to add a new pre-requisite for the initial research items (such as body, chassis, paint and accessories specialization) which prevents them being researched until a certain number of cars have been sold. I have an example of the GUI below:
and also when you have sold 10 or more cars and its enabled:
I just tried it, and 10 cars does take a little bit of time, but its enough to make you ‘commit’ to making the current layout work, and encourages you to add some supply stockpiles to keep the body shop working efficiently, and so on. I think this would be a gameplay improvement. I also feel it can be argued that this is definitely justified in real world terms too, as presumably you have to assembly a few cars fairly manually before your team of technicians can know enough about what works and does not work in order to split out the tasks between multiple slots.
My main concern here is whether or not players feel that this would make the game more playable, and more of a challenge. I’m also interested to know if people think that the GUI change I’ve made above is self-explanatory, or whether I would need to explain things more?