Right now the system for selling your finished cars is pretty simple. An algorithm looks at the premium your car price has over the fixed ‘fair value’ for a car (based on its features), and each time the code checks the cars in the showroom, there is a chance that the car will sell.
In effect, a regular stream of ‘potential buyers’ shows up (in code) and checks the car price. if its high (compared to fair value) then the chance that customer buys that ‘turn’ is really low, and vice versa. In effect, what this means is that overpriced cars take a while to sell, cheap cars go quick. The faster you produce cars, the lower you need to price them.
The current system is way too lax, in that you can earn much too much cash with premium car prices regardless of feature set.
What I’d like to do is obviously adjust that algorithm so the game is harder at the top end, but also make it a lot more lifelike, and take into account players ideas and suggestions.
For example, I think its fair to say that the higher end upgrades should have a higher profit margin (else why bother?), and that means some serious adjustment of component prices and values
I also intend to bring in sales & marketing assets & tech in order to increase the theoretical ‘customer throughput’ each time we go to sell cars. So at the start, you are never going to sell more than (for example) 30 cars/day at any price, because nobody has heard of you. Advertising and marketing will move that top barrier to 100 or even 1000.
In addition, I would like the profit margins on features to erode over time. At the start of the game, electric windows are a profitable premium item, further on, their premium dwindles as they become commonplace and an expected feature.
Obviously the immediate concerns from a playability POV will be to fix the gameplay balance so that you don’t end up with easy money later on, but I’d also like to share my plans going beyond that.