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Have you taken a look at Automation in Greenlight?
1. More differences between cars (each model should have different engine - from many types like in real life - or at least there should be car groups like real-life VW-Audi where different brands share the same engine).
2. Some (maybe at least scripted) fabular surroundings like popular example of Gearhead Garage's grandma that has air filter to change and doesn't know what to do. Those missions even could be scripted so one pattern would generate several types of missions with different people, cars, circumstances.
3. A purpose - like extending garage, making it more exclusive (for example you start with small ugly garage and have clients with old crappy cars, with time you advance and get wealthier clients and more expensive cars).
4. A reputation and cheating possibility - you can - like in real life - fix car with used part even if it should be new or replace parts which were ok. You can do it because you like to or can be pushed to it by hazard of bankrupcy. This way you risk you reputation which would depend on your performance measured in repairing efficiency (how long car or its part would be ok).
5 ... IDEAS :)
I'll be waiting for some addons/extensions/dlc or CMS 2015 :)
I pre-ordered Automation Supercharged in Sept. 2012... that's a purchase I've never regretted, lol.
Yes, the music is from the game, I didn't add it. Yes, it is very annoying, lol.
The crazy thing is - almost everything is already in the game to do that. It would be a snap to code it.
I'm only at order 25 or something, but if it's just order after order for infinity, I can see it getting a bit boring, pretty fast.
As much as I'm interested in the add-ons they've mentioned (4x4, turbo), a "car flipping" system is what I'd REALLY pay for.
This game has ALL the potential in the world to be absolutely fabulous though. I'd love to play GHG on this game engine. They just need to get some more varied cars, with true to life drivetains (not all the same engines, with transverse mounted engines for RWD, etc...) and an auction to give the player some freedom on what to work on. The auction house made GHG for me. It could make it for this game too.
To be fair, I feel like the devs want to do 'their own thing' with the game, but at the same time, mechanic games are such a niche market that it's not like you have a whole lot of room for maneuverability anyways. Hopefully they'll be going in that direction (and from what I've seen they actually might) but it's hard to say right now.
So here is were I see alot of people talk about, but not so much for the comperision. Because here you have to trouble shoot and fix the problem like you do in a real mechanic shop. That is what a simulator dose, it simulates a reflection of what it might be like. If I use flight simulator 98/95 and fly a 747 upside down between the sears tower and john hancock over Chicago. They game may tell me I can, dosen't mean you can. It is to reflect would it might be like flying a 747, not be it. Can't argue with Microsoft that the plane should have counter mesures and missels. Come on really....
So maybe I am not understanding what every one is nick picking about.
Maybe it is what your looking for, as in yeah the trouble shooting mechanic work, but also the ability to use the money you make, get a side project build going so you can sell or race like some of the smaller Mechanic shops do for real. That way you can spend what you make on some side project cars of your own, than making money you can't spend in this manner.
Is this a addition you would think be cool? Is this what your talking about?
Because if not, it is comparing nick pick. That would be like comparing Flight simulator to USNF air force...