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Cost multipliers changing over time?
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The cost of turbos as they currently are in the game compared to their cost (and increasing prevalence) now got me thinking. The current costs are probably accurate for the 70's where as my comments about the being too high are coming from a more recent comparison point. Likewise, DOHC engines existed in the 40's and 50's but they were very expensive while they are the standard now.
Is it possible to implement some kind of shifting cost multiplier for components to simulate this?
I guess another way of doing it might be to have different versions of each component for each decade (or maybe every 5 years?) with cost and skill required slowly going down. This would also make it possible to make the components get better over time as well which would be appropriate for some and not for others.
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Cost multipliers changing over time? - by Frankschtaldt - 06-11-2015, 10:04 PM

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