Its been on my todo list (and also the top requested players item) for a while, and finally now the artwork is here, the high performance engine and motor (for electric cars) stuff is about to go in. I did all of the code for the actual implementation yesterday, I need to update the GUI for selecting it so its more user friendly, and also add options to make rather than buy-in the stuff before releasing it as an upgrade.
I’m obviously interesting in feedback on my implementation of this feature:
![:pl_engine:](upload://kjSZiy9nAV7gKFnCZ1JsSrWS2yH.png
Current Implementation:
Along with the current power-train options (standard(ICE),Hybrid, Electric and stop-start) there will be four new options:
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High performance power-train
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Super-High performance power-train
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High performance electric power-train
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Super-High performance electric power-train
The current (base) purchase prices for importing them are as follows:
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Standard $930
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Stop-Start $1,030
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Hybrid $1,800
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Electric $1,500
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High performance power-train$1,800
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Super-High performance power-train $4,650
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High performance electric power-train $3,000
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Super-High performance electric power-train: $6,000
![:pl_engine:](upload://kjSZiy9nAV7gKFnCZ1JsSrWS2yH.png
Remember that a power-train is the starter motor(ECU), transmission and engine assembly.
When I look at these numbers, they all seem woefully low, but I am aware of the fact that allowing the player to manufacture power-trains gives me a bit of a problem in terms of resources. For example, making a standard engine assembly requires:
1x engine block plus 4xvalves.
Now obviously with faster engines I could require 8xvalves or 16x valves no problem, but that puts MASSIVE strain on resource importers, and also frankly does not lead to a big enough boost in the production cost, even if I was to double the length of time to assemble the faster engine assembly.
I am slightly stuck because I have got a very user-friendly and easy-to-explain system where individual items are represented equally as a resource, so a wheel is 1 wheel, a valve is one valve, and so-on.
I COULD introduce new resource items which only went into high and super-high perf items, but then that bloat out the resource list even more (I just added 8 new items, and more are on the way…)
I know some of you work in the industry and know the true values, but I have to remember its a game and must be fun and balanced rather than totally realistic. What I’m trying to achieve here is a way to make those luxury cars really justify the price tag, and an extra $3,650 for an engine isn’t going to get me there
Maybe the price of all power train components needs a significant bump upwards? (I can always increase the value of the base car model which assumes a standard power-train).
Another option is to include an extra ECU (starter motor) AND a chip in the high performance motor, and an extra 2 of each in the super-high one. That will push the prices still higher.
All thoughts are most welcome.
![:pl_engine:](upload://kjSZiy9nAV7gKFnCZ1JsSrWS2yH.png