01-28-2014, 01:53 AM
Was my suggestion not viable?
I'm still firmly on the side of "the engine design process is perfect as is". Here's some of the reasons I feel it's a bad idea to include valve train selections and different number of carbies etc
1 - It'll push you towards competition with Automation which is a bad idea as they have a massive head start on the engine details side of things and as such will win that competition. You're better off keeping things simple so you catch people that find the concept interesting but don't know a great deal about the finer details of cars. Also, it'll differentiate the games enough that some people (myself included) will buy both. If you over detail things that will happen leas.
2 - Its a hell of a lot of work. If you introduce separate parameters for valve train and different types of fuel delivery systems you're also going the have to regigger the numbers associated with the sliders that are currently intended to incorporate those things so that people don't end up designing 400hp 1L 2 cylinder engines. It'll also mean instead of having the 5ish different engine layouts you currently have you'll have over 50 (if you include all valve types that have had major use through history, I can think of at least 10 off the top of my head that should be included. There may be more). You'd also go from 4 types of fuel delivery to at least 12 . That's not just a lot if work to implement but a massive effort to balance!
Incorporating these details into the descriptions you already have in the game is a much more elegant solution and will allow people to have their 4 valve engines with much less effort.
I'm still firmly on the side of "the engine design process is perfect as is". Here's some of the reasons I feel it's a bad idea to include valve train selections and different number of carbies etc
1 - It'll push you towards competition with Automation which is a bad idea as they have a massive head start on the engine details side of things and as such will win that competition. You're better off keeping things simple so you catch people that find the concept interesting but don't know a great deal about the finer details of cars. Also, it'll differentiate the games enough that some people (myself included) will buy both. If you over detail things that will happen leas.
2 - Its a hell of a lot of work. If you introduce separate parameters for valve train and different types of fuel delivery systems you're also going the have to regigger the numbers associated with the sliders that are currently intended to incorporate those things so that people don't end up designing 400hp 1L 2 cylinder engines. It'll also mean instead of having the 5ish different engine layouts you currently have you'll have over 50 (if you include all valve types that have had major use through history, I can think of at least 10 off the top of my head that should be included. There may be more). You'd also go from 4 types of fuel delivery to at least 12 . That's not just a lot if work to implement but a massive effort to balance!
Incorporating these details into the descriptions you already have in the game is a much more elegant solution and will allow people to have their 4 valve engines with much less effort.