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i'd like to have a better understanding of the pricing.
The developper of "automation game" posted about your game (and i bought it :D), you may want to take a look at the "lite campaign" of the "automation game" : the markerting side (what to build, for what demograpic, at which price) is genius.
in production line i'm currently making tons of feature that are "very rare", but not doing some feature that became common in the luxury market, so i guess i'm building a mid-range/expensive car right now.
but the "market price" of the stuff i make seems to have dropped even if it's still very rare (even in luxury car) and my salesman/marketing department sell the car in the "budget" price category :o
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About the advertising side of the game : The game "Transport tycoon" in which you can run advertising campaign. You can run the campaign in different media (paper media, tv, radio, ...) and each media have its demographic target.
Same for the game "capitalism 2" if i remember correctly.
upgrading the showroom could also be something to be considered.
A commoner (like me) won't go in a luxury showroom because it imply a massive premium in the price (real or not, probably real because a showroom cost a lot). and vice-versa.
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My 2 suggestion imply a few things :
- a "showroom" feature, which may be too time consuming for a small dev team.
- VERY IMPORTANT : a better ingame understanding of the economic (or is it bugged ? dunno), because advertising without pricing is kind of pointless.
- since we have competitors, it would be nice to know the (again) pricing of the competition, and the car's features.
- we also have to know the demographic. should i build budget ? luxury ? how's the world economy ? should i focus on high volume budget car, or low volume luxury car ?
Anyway... economy first, then advertising.
*hugs*
http://steamcommunity.com/app/591370/discussions/0/1368380934238903951/
amazing ! <3
I think that the marketing could run for a period of 30, 60, or 90 days in the game, and like on a real sticker price, there is always a fee added to each vehicle for marketing. With a reminder that pops up telling you your campaign will expire in 3 days, 1 day, etc. And when that campaign ends, that fee would disappear from the sticker.
I like the 2 aspects of marketing, either for the Model, or the Brand. I would think the Brand marketing would be easier to research/obtain, but would have a higher cost to implement. While the Model would take longer, but be cheaper to implement. Just my thoughts on that.
Yep. And managing multiple production line (and upgrade/install coherence) is super difficult.
I found that if you hover the mouse over the cars in your stock you can see some %age : price too high, price too low, wrong body type, poor value for money, ...
But, like you, anything over "budget" is really difficult to sell, and considering the rate at which competitors make a feature "common" managing the pricing is even more difficult.
That why i made a a second line to build "compact body type, featureless (except common rarity)" cars with high efficiceny (less than 4mn per car).
My SUV main production line (mid/high range) should produce a basic body type but it's really difficult to manage the upgrade/installation.
My budget car at budget price sell more than my high end SUV and budget price ...
So it seems that the market can be saturated and you can't really mass produce expensive car and expect to sell all of them at a price higher than "budget".
That's why we need indicator explained in my first post.
Some stuff seems to be implemented but hidden to us (market/economic/demographic/... anything impacting a sweet price spot)
edit : i raised the SUV price to have a ~50/50% price too high/too low (mid range price). i didn't sell a single car and quickly piled over 50 car in stock, which sucked a lot of my capital.
If 70 % of my customers say the price range is too low (other 30 % don't like sedans), I assume they look for higher category cars. If I increase the price into medium or expensive cars I even sell less (maybe because of the lower "fixed" market share), which leaves me puzzled.
From my point of view at first the player needs to get more information how demand and customer choice is simulated, to be able to make marketing decisions.
The production and research is already well established and I'm looking forward how the game will evolve as it has a lot potential to be an excellent car production sim.
I have 2 production line :
- mid-range (my original production line, a complete mess)
- budget (a new shiny line)
I keep the feature of my budget car as restricted as possible even if i can build them since i already researched them.
mid-range sedan : $36k (10% premium)
mid-range SUV : $38k (10% premium)
budget compact : $17k (0% premium, it raise the price to $19k with a 10 premium)
I can lower the price of my budget my removing feature, i added some "rare" feature in my budget line.
Can make a save, remove all "very rare" feature and see how it sells ?
I think the budget car need to / must only have "universal" and "common" feature, maybe a rare or 2 for increased margin.
While waiting for more documentation/explanation/panels, we need to do some trial and errors. (i'm at save file number 38 :D)
This would prevent people from simply running campaigns all the time which then just makes it a chore instead of a tool.