The research ideas thread

Ideas for gameplay improvements and changes. NOT bug reports!
Akro
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Re: The research ideas thread

Postby Akro » Tue Jun 20, 2017 6:54 pm

Pesi
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Re: The research ideas thread

Postby Pesi » Wed Aug 02, 2017 4:46 pm

Regarding the problems with research that Cliff has written about, I propose the following:

For each research discovered, the player must build something like a "filing cabinet" that only fits in the green area in order to get to research more.
The idea is that as the research builds up, the filing cabinets occupy an ever growing portion of the green area, making subsequent research take longer due to the ever-shrinking number of research departments.

This could in turn mean that different techs take up a different amount of cabinets for a second way of assigning their "difficulty"
----
Now for a non-serious suggestion.

Stretch-limos!
Due to how long they are they take up 2 squares on the conveyor belt so the line must not have any turns in it.
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cliffski
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Re: The research ideas thread

Postby cliffski » Thu Aug 03, 2017 9:58 pm

yikes.
Laton101
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Re: The research ideas thread

Postby Laton101 » Fri Aug 04, 2017 5:01 pm

Quick Drying Paint (use in the Paint booths, makes them quicker)
InfraRed Dryers (add on to those blowers)
Robotic Paint Applicators (robots for use in the Paint booths)

Robot arms that I'm on about are in the video, follow the link :)

https://www.youtube.com/watch?v=94Dmz_wTyDw
VenturaGuy101
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Re: The research ideas thread

Postby VenturaGuy101 » Sun Aug 13, 2017 6:46 am

I agree with other posters that stated that the research should be tied to technology. There should be no way that one of the first things researched is sat nav or Reversing camera. I am not sure if era would work but advancement in technology. For example you need a simple computer before airbags or car alarm and an advanced computer before keyless entry, sat nav, and touch screens. Also you need a center screen before you can get a reversing camera.

No only should they be tied to research but it should also be tied to have the correct components in the car. A reversing camera is worth nothing if you don't have a screen to view it on.
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Re: The research ideas thread

Postby VenturaGuy101 » Mon Aug 14, 2017 2:10 pm

Some additional research ideas

Add a new assembly slot between Fit Body Shell and Fit Hood, called Install Wire Harness. This is where the main wiring for the car is installed before the rest of the car is assembled. New research ideas: Enhanced Wiring allows for some early tech like electric windows, central locks. Advanced wiring allows for for advanced tech like reversing camera, keyless entry, touch screen, etc. This may help gate some of the more advanced technology form the start.

Add a new assembly slot before Fit Power Train or split it into Fit Transmission and Fit Engine. Add manual transmission at the start and upgrade to basic 6 speed transmission, 6 speed advanced transmission, 8 speed transmission, Continuous Variable Transmission.

There are heated seats and leather interior and Nappa leather Seats. Should there be heated leather seats and heated Nappa leather Seats? By leather interior does that neat the seats or the rest of the interior?

Expand the Windscreen (Called windshield in US) wipers. It should start with basic wipers, variable speed wipers, intermittent wipers, automatic wipers

The Heater should be Heater and Air Ducts as that is what is installed in the car. A separate item (Electric Heater) should be researched and a part used for heated seats, Heated Wind Mirrors, add heated steering wheel, rear window defroster.

Lane Departure Warning is a radar sensor that is installed on the windscreen (windshield) that scans the road ahead and dives a warning if you leave the lane. A Blind Spot Warning is both a sensor and indicator that is installed in the wing mirrors.

Split Fit Lights into Fit Front/Head Lights and Fit Tail Lights. Add upgrades to Fit Tail Lights to add turn signals, center break light.

Driver airbag should be added to Fit Steering Wheel. Side Airbags can be added to Fit Doors.

Also it would be nice to add a little description rearrange the tool tip for research items. Example for Keyless Entry:

Keyless Entry allow the driver to open the doors by putting their hand on the door handle if they have a chip key.
----------Unlocks At Slot ----------------------
Fit Doors Panel
------- Requires the Following ---------------
Process: Doors Specialization
Technology: Advanced Wire Harness

Finally what is the difference between Auto Steer headlights and Directional Headlights?
Can add high beam lights as an early tech upgrade to Fit Lights or Fit Front/Head Lights.
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Re: The research ideas thread

Postby VenturaGuy101 » Tue Aug 15, 2017 5:24 am

Just a few things that seem out of place in the research tree and upgrade slots:

Heater should actually be two items under environmental controls. One is Heater and Duct System which is needed for the car heater. The air con should the follow and then be an option for either the pollen filter or climate control. Air Conditioners uses the same duct system as the heater. My truck has a in cabin filter but not climate control. There should be an Electric Heater research object that unlocks that resources that is then used in the heated seats, heated wing mirrors, and heated steering wheel. You could also add rear window defroster.
........................| ---> Pollen Filter
Heater -> Air Con --|
........................| ---> Climate Control

.....................| -----> Heated Seats
.....................|
Electric Heater --| ---> Heated Wing Mirrors
.....................|
.....................| ----> Heated Steering Wheel
.....................|
.....................| ----> Rear Window Defroster

Driver Airbag should be assembled in steering wheel. Maybe add Side Airbags after passenger airbag and installed in the doors.

Cruise Control should not be in Fit Breaks. Cruise control controls the power of the motor to maintain a constant speed. Original cruise controls did nothing to the breaks. The adaptive cruise control added a feature to slow a vehicle when too close to a car in front along with Traffic Aware Sensor. Technically you need both the Adaptive Cruise Control added to the breaks and the Radar sensor for this feature to work correctly. The game makes them seem like separated items but really they are the same.

Lane Departure Warning is actually a radar sensor (may be the same one used for adaptive Cruise Control) mounted on the windshield/windscreen that scans the road ahead. This feature is not mounted in the door. It should be moved to electronics.

There is a Blind Spot Warning which is actually a sensor and light added to the Wing Mirrors.

There should be a Center Command Screen that is researched first. Then there should be the options for Sat Nav, Reversing Camera, and Touchscreen. There was a simple center console screen that showed the image for the reversing camera and early sat nav. It makes absolutely no sense to have a reversing camera if you can't see it.

................................. |---> Reversing Camera
................................. |
Center Command Screen ---| ---> Sat Nav
................................. |
................................. | ----> Touchscreen

I know that Cliffski is going to change the economic model for where the car models fit. To be honest it should not be tied to costs. For example a luxury compact is usually around the same price as an expensive sedan which is usually around the same price as a Mid SUV Crossiver which is usually around the same price as a enhanced basic 4x4 full size SUV. Which shows that each vehicle type has its own price range. $40K compact is unheard of while $40K 4x4 Full Size SUV is Mid. The way the system is currently set up makes a luxury compact impossible. I have to fix almost twice the features in the compact as in the SUV just to get to the mid range. What should determine the class (Basic, Mid, Expensive, and Luxury) should be the number of features. I remember back in the 70's where a car that air condition, 8-Track Radio, Leather Seats and a Sun Room was considered Mid to Expensive. Today these items are considered basic. I added this comment here because the current model does not allow for this and no matter how big the research tree becomes luxury would be unreachable because as you unlock enough technology it becomes cheaper and devalues making Luxury unreachable. This leads to the research race to research all features in the tech tree as fast as possible while they are very rare in order to just hopefully get expensive or luxury.
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Re: The research ideas thread

Postby Lemlin » Mon Aug 21, 2017 10:50 am

I hope this idea won´t drown in the other ideas, but..

As it is now you place a facility down and then start accumulate points/ideas/etc.
My suggestion is to change that slightly, and connect these to the number of cars produced.

For example:
1 Car produce 100 experience gained from successfully produced a car (a.k.a. XP)
The XP gained would then be distributed between the different research facilities etc, based on which one you have built.
If you only have a research center you would only be able to convert XP to research points.
If two or more different types of facilities (research types/design/marketing/etc) is added you you would be able to divide the XP income between them.

More facilites of could either add a conversion bonus (100 XP ->105 Points/ideas/etc), faster research speed (+5% speed) or add the ability to research multiple stuff at the same time (+0.5 projects/facility). The ability to specialize one of these three areas and pick the bonus can be added as a custom (unlockable) feature(s) in the future.

I think the benefit of such a system would be that you are forced to produce cars to progress, as your tech level/progress depends on it.
This may also solve a few future issues on how to implement a certain research feature/slot (like the design center) as the background mechanic to group/categorize stuff would be there. It would then be easier to move stuff around and decide which slot that may (or may not) be able to unlock specific items etc since they share the same base mechanic (XP).

It´s of course a idea that may require a lot of rewrite of the code as it is a kind of a overhaul of the research, but it may also be change that would make the area easier to explain since similar features is common in other games (and already exist in PL). I personally think it would be more logical than the current system.
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Re: The research ideas thread

Postby Ionus Primus » Thu Aug 24, 2017 12:35 pm

cliffski wrote:...each of which has a long pause in research time itself?...
I'd be worried about slowing down the game, it might kill it. Adding research would be better, the gearbox and engine varieties above strike me as particularly good. Also how about a end of year model run out sale ?? Of course you would need changing body shapes, say every 3 years.
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Re: The research ideas thread

Postby Ionus Primus » Sat Aug 26, 2017 5:24 am

How about customer feedback or survey info helping to decide which research will be profitable ?? I have noticed some customers think "not value for money"....why seems vital but it isn't to be found.

Also an Office that sends the change of production out to the floor rather than clicking on the first axel build.
devanmedrow
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Re: The research ideas thread

Postby devanmedrow » Mon Sep 04, 2017 3:42 am

Body
Steel (standered) => fiberglass => alum. => Carbon Fiber (only available after day 200 or so)

Safety
crumple zone front / crumple zone back => Side crumple zone (after day 100 or so you pay a fine for not having this)


Market research
this quarter (winter) customers very seldomly buy convertibles or open top cars, -75% sails if no heater, & don't care if it has AC. Next Quarter (Summer) +50% sails on sports cars, -75% if no AC, & don't care if no heater.

Every quarter the game pauses and a popup window shows the quarters profit, car sails. (help you see new trends)

Inter net orders
An office room to allow for optional car parts. (you have two check boxes on you car model. 1 is optional parts & the other is always installed parts.) (optional parts you don't make as much money on and add more base cost to the car model But is increases sails and reputation)
Aru
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Re: The research ideas thread

Postby Aru » Tue Sep 12, 2017 4:12 pm

Akro wrote:


Before Nucleon and the Chrysler turbine cars, it would make sense to have Mazda's Wankel engines (but with a made-up company name naturally, or none), which were in production for far longer, from 1967 to 2012, and are probably by far the most thoroughly developed Wankel engines. They are known for their excellent power to weight ratio. The article is interesting, apparently the first volume-produced twin-turbo engine was a Mazda Wankel.
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Re: The research ideas thread

Postby Viscos » Sun Oct 01, 2017 7:05 pm

cliffski ! do the era thing mentioned earlier. makes a ton of sense!
Pesi
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Re: The research ideas thread

Postby Pesi » Mon Oct 09, 2017 12:11 am

How about...


Bulletproof windows.

Winch (for the 4x4)

Quadbikes (bodytype)
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MathieuG89
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Re: The research ideas thread

Postby MathieuG89 » Mon Oct 09, 2017 11:54 pm

Here's a few suggestions

- Single Point Injection "SPI" -> Multi-Point Injection "MPI" -> Direct Injection "DI"
- Hypereutectic Pistons
- Forged Pistons & Crankshaft
- Aluminum Engine Head -> Aluminum Engine Block
- Catalytic Converter
- Dual-Exhaust
- Disc Brakes
- Electronic Stability Control "ESC"
- Coil Spring Suspension
- Limited Slip Differential "LSD"
- Run-Flat Tires
- Launch Control
- Side Airbags
- Pillar Airbags
- Laminated Windshield
- Monocoque Shell -> Crumple Zone
- Hood Scoop
- Tow Hitch
- Windshield Washer Fluid

Edit:

What about some double-edged technologies which gives you a monetary bonus at the cost of damaging the car brand on the long run ?

Recycled metal : Reduce x% cost on frame components but have a negative impact on brand image (Pre-2009 Mazdas became known to rust much earlier than competition because of recycled metal)

Thin/Cheap paint : Reduce x% cost on paint (or uses half the paint needed) but have a negative impact on brand image (Some car manufacturers uses thinner paint which causes it to chip easily)

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