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What to do with excess Parts for cars

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medal 5000
7 years 328 days ago
As my cars only ever need 3 parts each to "fix" each race and I am making 17 parts per race, together with my over enthusiasm at the start to buy more parts, I now have over 400 spare parts.
Can I sell them to make money to pay my drivers as I am still losing millions per race?
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medal 5090 CEO & CTO
7 years 327 days ago
I was thinking of implementing a scrap yard feature where they can be sold. But I also want to make it cost more parts to repair higher level cars so that as you level up it makes sense to upgrade the manufacturing facility.
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medal 5000
7 years 327 days ago
Build a 3rd car for testing! :D
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medal 5000
7 years 327 days ago
I think maybe we could get 1 token for unused engines or perhaps pay lower cost for the next restock.

PD: edited
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medal 5000
7 years 327 days ago
Please do make the scrap yard Jack I also would prefer if the scrapyard could have engines be sold as well so if we have like 12 left by the time the restock happens we can use it to cover a bit of the cost or the restock just add 20 engines but the only problem there is then we have excess engines. Jack for engines can you either make them sellable or make cooling better because with level 1 cooling I was still able to only need to replace after every 4 or 5 races and replace at 50%.
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medal 5000
7 years 327 days ago
well, i dont like the idea of a scrap yard. This would be just a source of money for high level managers
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medal 5090 CEO & CTO
7 years 327 days ago
M
well, i dont like the idea of a scrap yard. This would be just a source of money for high level managers

This would be counter-balanced by adding an increased parts cost for repairing high level cars (second part of my idea). The scrap yard idea was mainly to get rid of the excess stock many people have now.
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medal 5000
7 years 327 days ago
I like the scrap yard idea but at the same time the the idea to make higher level cars cost more would be good also
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medal 6571
7 years 327 days ago
A suggestion for future purposes: the extra unused parts generated could be used in live race situations where parts could be damaged by introducing various types of contact that doesn't result in retirements.
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medal 5000
7 years 318 days ago
Over repair a car to give it some temporary bonuses for the next race?
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medal 5000
7 years 310 days ago
The idea of a 3rd car for testing is super cool!
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medal 5090 CEO & CTO
7 years 310 days ago
I was actually leaning towards a new idea... storage. In the HQ we could have a facility which says you can have X parts and X engines in storage, and it must be upgraded to hold more. Within it you could also sell off excess items that you don't need. This would also limit the number of parts and engines a team could hold, preventing it from going off into the hundreds or thousands.
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medal 5000
7 years 310 days ago
To be honest, as long as there are not more different parts and perhaps stuff like managing merchandising I don't see much play value in storage. It would be bad for new players if they can't hold the parts needed to repair the damage of each race and not much thought for older players once they can repair everything beyond some kind of piggy bank to cash in if the money situation gets too tight and that may harm the money for token business a bit.

As long as the parts business is not getting a little bit more complex it might be easier to automatically sell off 'old cars parts' at the end of the season with the 'arrival' of the new car (CP reset) to start again with a decent amount of 'new season cars parts'. So manufacturing might get a bit more important because it slowly turns another cost factor into a small money boost at seasons start (old parts value vs new parts restocking costs). Thinking about it, now storage could have a use then by allowing to set the restocking amount and later perhaps the ability to switch manufacturing to new parts before the end of the season.
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medal 5000
7 years 310 days ago
Bring on the test car!
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medal 5000
7 years 309 days ago
Daniel
To be honest, as long as there are not more different parts and perhaps stuff like managing merchandising I don't see much play value in storage. It would be bad for new players if they can't hold the parts needed to repair the damage of each race and not much thought for older players once they can repair everything beyond some kind of piggy bank to cash in if the money situation gets too tight and that may harm the money for token business a bit.

As long as the parts business is not getting a little bit more complex it might be easier to automatically sell off 'old cars parts' at the end of the season with the 'arrival' of the new car (CP reset) to start again with a decent amount of 'new season cars parts'. So manufacturing might get a bit more important because it slowly turns another cost factor into a small money boost at seasons start (old parts value vs new parts restocking costs). Thinking about it, now storage could have a use then by allowing to set the restocking amount and later perhaps the ability to switch manufacturing to new parts before the end of the season.


Potential in the idea of 'cashing in' your old parts at the end of the season as, in theory at least, the old parts should have little relevance to the new car design (excluding things that don't change like seats, wheels etc.). Draw-back - i guess the influence it has on money and tokens, and it could add a layer of complexity for newbies to the game? Not sure how that could easily be explained in the interface.
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medal 5000
7 years 309 days ago
Bring in the test cars, My team wants to go to the local North West 200 Track and test the cars Handling, Acceleration, Braking & Downforce over 5laps

https://en.wikipedia.org/wiki/North_West_200#/media/File:Nw200.svg
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