Jul 12, 2017, 04:35 PM
Suggestion for <in-game/forum/teamspeak etc.>:
In-game
In detail, explain your suggestion:
Balance vehicles by providing incentives to use the more economic cars (those which would be relatively low-maintenance in real life) and deterrents to use the less economic cars (those which would be relatively high-maintenance in real life). This could be implemented through a combination of changing a few values in the code and adding new systems such as (an extremely low) chance of cars randomly breaking down.
Not all of my ideas may work out in practice, but I'll leave it down to the players and developers to agree upon which would be suitable for the server. I'll simply give a few ideas to open discussion.
Examples of incentives to use the more economic, reliable cars such as the Volkswagen GTi, Ford Focus and Toyota Prius are quicker repairs (toolboxes may repair a higher percentage of vehicle HP), greater mileage (fuel decreases at a lower rate) and relatively chance of randomly breaking down.
Meanwhile, you could deter players from using the less economic, unreliable cars such as the Lamborghini Reventon, Kamaz and Trabant by making repairs slower (toolboxes may repair a smaller percentage of vehicle HP), lower mileage (fuel decreases a higher rate) and relatively larger chance of randomly breaking down (whilst still making it extremely rare to retain the enjoyment of gameplay).
Why should this be implemented?
The only current advantages for using different vehicles are performance and realism (contributing to RP). Out of these two factors, the main one is performance, and this creates a problem as people never end up using the inexpensive cars.
Think about the current situation. If you aren't doing a specific RP, why shouldn't you use that high-performance car which you own such as that Lamborghini, Bentley Continental or Ferrari?
We've already somewhat solved the issue of variety of vehicles with the addition of more city and industrial cars. Now, we just need to add some depth to the vehicle system so that people actually take advantage of these vehicles rather than ignoring them in favour of expensive, uneconomic cars which they can use without any of the drawbacks which would be experienced in real life.
In-game
In detail, explain your suggestion:
Balance vehicles by providing incentives to use the more economic cars (those which would be relatively low-maintenance in real life) and deterrents to use the less economic cars (those which would be relatively high-maintenance in real life). This could be implemented through a combination of changing a few values in the code and adding new systems such as (an extremely low) chance of cars randomly breaking down.
Not all of my ideas may work out in practice, but I'll leave it down to the players and developers to agree upon which would be suitable for the server. I'll simply give a few ideas to open discussion.
Examples of incentives to use the more economic, reliable cars such as the Volkswagen GTi, Ford Focus and Toyota Prius are quicker repairs (toolboxes may repair a higher percentage of vehicle HP), greater mileage (fuel decreases at a lower rate) and relatively chance of randomly breaking down.
Meanwhile, you could deter players from using the less economic, unreliable cars such as the Lamborghini Reventon, Kamaz and Trabant by making repairs slower (toolboxes may repair a smaller percentage of vehicle HP), lower mileage (fuel decreases a higher rate) and relatively larger chance of randomly breaking down (whilst still making it extremely rare to retain the enjoyment of gameplay).
Why should this be implemented?
The only current advantages for using different vehicles are performance and realism (contributing to RP). Out of these two factors, the main one is performance, and this creates a problem as people never end up using the inexpensive cars.
Think about the current situation. If you aren't doing a specific RP, why shouldn't you use that high-performance car which you own such as that Lamborghini, Bentley Continental or Ferrari?
We've already somewhat solved the issue of variety of vehicles with the addition of more city and industrial cars. Now, we just need to add some depth to the vehicle system so that people actually take advantage of these vehicles rather than ignoring them in favour of expensive, uneconomic cars which they can use without any of the drawbacks which would be experienced in real life.