![]() ![]() Although with the leaps and bounds neural networks/self learning AI is making, one day we might be able to make a computer rate how good your car looks and feed that into the market calculations. To make placing lights handles etc to have more meaning than ticking boxes, we would have to teach a computer to understand beauty. Over the development of automation there has been many long and deep discussions on the aesthetic part of the design process. So I am on mobile so apologies in advance for typos etc. Thanks for taking the time with the replies, I am on my first holiday in a few years visiting family in the home country. I wasn't able to appreciate its depth because I didn't have the patience to get that far. While it has a developed tycoon element, it fights the players with a clunky interface and is generally dated like it's straight out of 1995. Gear City suffers from largely the same problem. I would actually enjoy a car function tycoon game, and am looking forward to the continued development of the campaign/tycoon part of the game that I think is holding back Automation from reaching its "fun potential" more than not having a meaningful aesthetic choices. And with lacking any real campaign, it's hardly a car function tycoon game. ![]() If design is the marriage of form and function, then Automation is a car function simulator, not a car design simulator. ![]() It could be the way Automation boils down all of your choices into a few stats that promotes tweaky min-max gameplay that feels a little like it's a game built by a programmer who loves the technical side of cars, while missing the artist who loves the aesthetic component of cars. Sure, I could use my imagination.and I do, but it's a bit hollow knowing I could just slap an intake on there for cooling, stretch it to the right length, and then skip to the next step with an amorphous blob of a car. But when it comes to the aesthetic design of the car placement of lights and door handles, and shaping the car, and all that there's no real depth to that step in the car building process. The thing it does right is how meaningful the player's choices are for structural components and engine design-all the technical choices. It seems ambitious trying to be a car-design simulator, and tycoon game. Here is a recent example of just that: Īutomation has so much potential, but as-is it falls so short of what I think it has been striving to become. I'll be happy to tell you why your vehicle isn't selling as well. Vehicle ratings which are weighted to the vehicle type (important stars in the vehicle designer), which means the "400hp" engine of the AI economy car had very little effect on the sales of that model.Īnytime you run into issues or questions like this, feel free to send me the save game. Likewise, many other factors are important, branch size, amount of dealerships, price of the vehicle, how many vehicles are priced nearly the same, marketing, image ratings, engine smoothness, top speed, and many more, including of course the vehicle's own specs and ratings. Did you happen to make it a diesel? Depending on the fuel popularity of Diesel in your game, that alone could make your vehicle sell 1/10th the amount as a Gasoline vehicle. For City Cars (I assume you're talking about Compact Cars or Microcars), what matters is fuel ratings and fuel type. That certainly wasn't the reason why your competitor was out selling you.Īs Sbuiko mentions, the reviews have no direct effect on sales. ![]()
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