Supercar Collection Simulator

Supercar Collection Simulator

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I have a request
It would be nice if there was an update where people actually bought everything except car packs. I want to put others in and nobody buys it except the race tracks, but the rest is just used far too little. It would be nice if people actually bought everything.
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Showing 1-14 of 14 comments
SIERRA  [developer] Apr 25 @ 10:33am 
To be honest, as long as the prices aren’t too high, customers are likely to buy all products at a similar rate.
Chetney Apr 25 @ 10:36am 
I also sometimes made them very cheap and they also bought very little
SIERRA  [developer] Apr 25 @ 10:40am 
All right, I'll double-check this for you.
TheVillan Apr 25 @ 10:48am 
If you mean the parts I think they are slower sellers for most of us. Which is probably how it actually would be irl.
Chetney Apr 25 @ 10:55am 
I don't know that
corocoro Apr 25 @ 12:11pm 
Originally posted by SIERRA:
To be honest, as long as the prices aren’t too high, customers are likely to buy all products at a similar rate.
Definitely not what I'm experiencing. Usually either faster or pro boxes get sold a lot (60+), skill cards get sold a lot (40-60), other car boxes get sold in a lesser amount (40-50), followed by a medium amount of the race tracks (an average of 4-8 for each). Everything else gets very low sales (1-2 a day).
SIERRA  [developer] Apr 25 @ 1:13pm 
Originally posted by corocoro:
Originally posted by SIERRA:
To be honest, as long as the prices aren’t too high, customers are likely to buy all products at a similar rate.
Definitely not what I'm experiencing. Usually either faster or pro boxes get sold a lot (60+), skill cards get sold a lot (40-60), other car boxes get sold in a lesser amount (40-50), followed by a medium amount of the race tracks (an average of 4-8 for each). Everything else gets very low sales (1-2 a day).
the code doesn't separate the boxes, it looks at it as a product. so I am almost sure that there is no error in the probabilities.
corocoro Apr 25 @ 2:25pm 
I've tracked it for a day - small sample size, I know. The Replacement Shells sold a lot more than usual, but everything else feels accurate:

Screenshot: https://i.imgur.com/PLYWR0Q.png

Text:
Name Shelves Amount per Shelf Total Sold Percent Sold Skill Pack Series 1 16 20 320 42 13,13% Skill Pack Series 2 16 20 320 93 29,06% WhellProduct_01 8 16 128 1 0,78% Car Launcher Standart 8 8 64 1 1,56% Car Launcher Large 8 8 64 2 3,13% Car Launcher Shark 8 8 64 2 3,13% Car Launcher Devil 8 8 64 2 3,13% Car Launcher Dinosaur 8 8 64 2 3,13% Replacement Car Shell Set Basic 8 4 32 4 12,50% Replacement Car Shell Set Faster 8 4 32 11 34,38% Replacement Car Shell Set Pro 8 4 32 0 0,00% Race Track Box 01 16 4 64 8 12,50% Race Track Box 02 16 4 64 6 9,38% Race Track Box 03 16 4 64 9 14,06% Race Track Box 04 16 4 64 6 9,38% Race Track Box 05 32 4 128 16 12,50% Basic Supercar Box 16 20 320 40 12,50% Basic Supercar Box Pack 16 4 64 3 4,69% Faster Supercar Box 16 20 320 51 15,94% Faster Supercar Box Pack 16 4 64 8 12,50% Pro Supercar Box 16 20 320 64 20,00% Pro Supercar Box Pack 16 4 64 7 10,94% Elite Supercar Box 16 20 320 67 20,94% Elite Supercar Box Pack 16 4 64 16 25,00% Champion Supercar Box 16 20 320 50 15,63% Champion Supercar Box Pack 16 4 64 6 9,38% Cars 14 40 560 62 11,07% Total 4048 579 14,30%
I found out what is happening:
Display cars are placed in the same product category as Wheels, Replacement Car Shells and Car Launchers. As which item of the category customers pick seems to be determined by relative shelf space to other products in the same product category, the cars will push everything else to kingdom come. Therefore in end game, you should only sell cars that make at least as much profit as the Replacement Car Shell Set Pro (~$25).
It also means you shouldn't stock Launchers or Wheels (verification in process).
Further testing points to there being three product categories, corresponding to the three tabs in the shop.
So, pick the most profitable of each, calculated by profit per unit * units/shelf space.
zworykin May 10 @ 6:58am 
Originally posted by corocoro:
Further testing points to there being three product categories, corresponding to the three tabs in the shop.
So, pick the most profitable of each, calculated by profit per unit * units/shelf space.

I would say you've nailed it. Taking down my car display shelves has caused my sales of tracks/shells to skyrocket. "Don't bother selling individual cars" is now probably the number one starter tip!

(Followed by "You think your customers want a wide range of products, from cheap to expensive. They don't. They care about three things - pricing relative to market, pricing relative to market, and pricing relative to market. As long as your products are not overpriced, they will find something to buy - even if all you're selling are the most expensive - and thus most profitable - products in each line.")
Last edited by zworykin; May 10 @ 8:01am
Well that's disappointing.
Kind of off topic, but does your testing involve whether it is more profitable to use the workbench to make boxes of cars or sell them individually, espeically the higher up tier cars or would i lose money lol

Might try the getting rid of individual cars thing
corocoro May 12 @ 10:34am 
Originally posted by CraziieOne:
Kind of off topic, but does your testing involve whether it is more profitable to use the workbench to make boxes of cars or sell them individually, espeically the higher up tier cars or would i lose money lol

Might try the getting rid of individual cars thing
I haven't played much with the workbench. If it's placed in the other categoy (likely) then it would've to beat the average profit of the highest shell/race track. Determing cost for this is left to the reader since mass-opening is not yet in the game.
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