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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.
-support

I dont want to repair my Kamaz all 10 minutes for nothing.
(Jul 12, 2017, 08:23 PM)Nebula Wrote: [ -> ]-support

I dont want to repair my Kamaz all 10 minutes for nothing.
^ this
+support for something more realistic, but not this.
(Jul 12, 2017, 08:30 PM)Vimpto Wrote: [ -> ]
(Jul 12, 2017, 08:23 PM)Nebula Wrote: [ -> ]-support

I dont want to repair my Kamaz all 10 minutes for nothing.
^ this

I don't really understand that notion. I've already stated in the OP that not all of these ideas would have to be implemented, and that they were simply examples.

I never even mentioned such a long time frame, but just that it would be slower to repair. For example, toolboxes might not repair as high of a percentage. That's really really anywhere near 10 minutes, it's just more like an added expense of using an old, heavy vehicle.
Expensive cars are expensive and longer to fix, common cars are easy to break but cheap to repair.
I'm iffy on this. I don't understand why the very cheap vehicle would have a smaller part of play for parts. I don't mind expensive cars requiring more money but not cheaper ones with less percentage.
(Jul 12, 2017, 10:05 PM)Sours Wrote: [ -> ]I'm iffy on this. I don't understand why the very cheap vehicle would have a smaller part of play for parts. I don't mind expensive cars requiring more money but not cheaper ones with less percentage.

Yeah, I was deliberately vague on that count by mentioning how the relativity would change depending on the vehicle. You could require expensive cars to cost more to repair, and/or inexpensive cars to cost less to repair.
I wouldn't mind for more expensive/rare vehicles to cost more for fuel or repairing, but for weak/cheap - Nadaa.
+support for something like this
Its a nice idea.. But when you lets say, Drive around in your kamaz and it suddenly has 0vehicle hp you'll just get mad and dont say "cool Update, now I have to repair it for no reason" also, draining the fuel faster from a Truck, that has a way bigger fuel Tank.
(Jul 12, 2017, 11:46 PM)Sours Wrote: [ -> ]I wouldn't mind for more expensive/rare vehicles to cost more for fuel or repairing, but for weak/cheap - Nadaa.

I guess that's where we would draw the line between realism and enjoyment of gameplay. The main suggestion is that changes should be made so that cars behave differently in other ways rather than just aesthetics and driving performance.
(Jul 13, 2017, 06:45 AM)Nebula Wrote: [ -> ]Its a nice idea.. But when you lets say, Drive around in your kamaz and it suddenly has 0vehicle hp you'll just get mad and dont say "cool Update, now I have to repair it for no reason" also, draining the fuel faster from a Truck, that has a way bigger fuel Tank.

Well, the first part might not work in practice, but that's why I've said in the OP that some of the examples are only ideas. The chance of randomly breaking down might not be such a good idea in practice, I'll admit.

If this were to be implemented, it obviously wouldn't generalise vehicles such as the Lamborghini and Kamaz in the same category. The Kamaz could benefit from draining fuel less quickly, whilst the Lamborghini would drain fuel more quickly. It's all about flexibility.
Bump.
Bump.
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