Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I love your game and as a specialist in Lean thinking, manufacturing process design and building quality in to those processes within the factories and offices I managed throughout my career I am interested to see where you take the game.
I'm sure you have researched the Toyato Production System and all of its variants, so perhaps a consideration for your quality system might be underpin the goals of these real life systems in the game. I'm not suggesting you implement a full six sigma model in the game, although perhaps thats possible within the outline you suggested. However, I do think it is interesting to explore the Lean concepts of never receiving a bad piece, never producing a bad piece and never passing on a bad piece within the production line process and worker culture itself. Like in Toyota and many others plants, including the ones I managed, allowing the workers to STOP the production line and fix problems they uncover would bring a whole new dynamic to the simulation.
You might still work this in to the frame work you are suggesting as there might be training upgrades, similarly researched to the technologies, but specific to quality control. For example this would be implemented with training events (Kaizans to use the Lean philosophy) that overtime improves qualtity.
This might be achieved in your outline of zones by being able to implement Kaizans with those teams in the zone of influence. Thereby improving quality and being able to implement improvements to the processes under that influence. You could break this "training" in to different catagoties the game player can choose to prioritize.
Obviously, I'd love to see this element of the game linked to actual Key Performance Indicators (KPI's) that are measuredboth in the factory and from customers and are fed back in to the "training and research" through Kaizans to improve quality over time.
Anyway, sorry if that's a ramble and congratulations on your game. I'm now retired and enjoy games like this that get you solving problems. Naturally, I'd love to see this become a total simulation but understand the playability aspect you need to strive and obtain that balance for a larger market. I do think that by building and expanding the quality control system of the game around true Lean principles adds a fantastic depth and challenge to an already fun game.
So I do not think the impact should be directly reflected in the sales of a specific model as that implies the consumer has perfect information which in reality they never have. You find out your cars is bad after 6m, 12m, 2y, etc. No one will intentionally buy a broken car.
Regarding the whole 'stop the line' thing, its certainly worth considering the possibility of attaching defects to slots, rather than individual cars. For example, if the 'fit axle' slot has a 1% chance per car of developing a fault (for example), then once it *does* develop a fault, we could apply a defect to every car it processes until one of those cars passes through QA. At that point, a delay could be implemented while engineers fix the fault *at the slot*.
Doing it that way round means the player would be rewarded (in terms of fewer defects) for having regular QA checks along the line, rather than simply waiting until the end.
Combine that with higher re-work costs (jn terms of time) for older (harder to get to) defects, and there is a dual incentive for the player to consider a more Japanese approach to QA than the 'hack it, then fix it later' traditional western approach?
Rather, I think that you should consider the assembly slots themselves. If you can modify these slots to allow production to take more time to reduce production error versus a reduced production time coupled with an increase in production error, you'd end up with a better system that can be integrated in a future system in which the player needs to decide between an quantity or quality strategy.
To clarify my thinking more, a production error would be a case of poor assembly of a component. The components themself are fine, these are after all the same; manufactured en masse through relatively simple processes, simpler at any rate than asembling a car.
Component quality would be checked when the components arrive at the factory. A sample is taken to test them, obviously this process isn't perfect and a series of poor components might end up on the factory floor anyway. A car manufacturer would normally be compensated by the supplier, but since these play no part in the game (as independent actors), this aspect of QA should not be implemented. All components are of perfect quality; only you, the player, can mess things up though hurried production causing (random) production errors.
I agree with a QA module that takes cars off the assembly line to fix them. Whether they'd be put back on the assembly line or not, doesn't really matter to me at the moment. Also, poor production quality should hurt your brand, depending on your market of course. Additional costs could be added for off site recalls.
As for the factory floor complexity that you're looking for. I am still hoping you'd consider a more dedicated in-house component production system which can be tailored by the player to produce the neccesary high end components or plenty of standard grade components. Currently, massive production is capped by two factors, the market size which I think is way too small and fragmented, and the number of import slots and their rate of import. Since each car requires a set number of components, the rate of import determines the production cap per minute.
In-house production could increase this by converting fewer raw materials into more car components. Add a super speed overhead conveyor that is not allowed to cross other overhead conveyors untill a destination is reached, and you give the player something to consider.
Quite a detour, but this is why I would not try to solve the factory floor challenge with a QA system.
Its interesting that quite a few players have expressed hesitation regarding area of effect as a mechanic, so I'm tempted to abandon that idea.
The think about QA that worries me is that there is just so much capitol in these cars already so scrapping them if they have faults is not an option until lategame. Having them send back through the line also is an organizational nightmare. Fixing at the slot itself makes little sense.
How about this: In addition to the QA checks themselves you could add a fixing station post-electronics where only cars go that are tagged as 'need repair'. Now this could be something mid-game and for players that skip this the cars obviously would have to be repaired on-site by the dealers. Meaning we need some sort of fining system (e.g. -2000 recall cost per car affected). So gameplay becomes risking fines, risking brand versus delay in production (qa checks) and increased production cost (repair station).
Sounds balanced to me.
I would aim for these elements in a QA system:
Causing defects:
1. Chance of a defect is a function per activity. Depending how far you want to chase the tail on this this could filter down all the way from import/component manufacture but for player and computational sanity maybe don't do that.
2. Brainstorming defect function inputs:
a. Expertise - the longer a station is placed, the better it is at avoiding defects. New upgrades decay it a little. Punish rampant retooling with more than the money part. Could also have a global counterpart representing your human capital - demoing a station can refund some station experise into the global pool which is then spent so that a new station starts with a little boost representing your experienced worker getting started on a new line.
b. Rush factor - Let us set a rush factor that will make a task take longer or slower. Gives us a final lever to sync takt time with the risk/reward of do you round up or down. Make changing it decay expertise a little - every knob turn represents overhauling standard work to do things differently
c. Component source - Here's where that comment about how far we chase it comes back into play. This could look like being able to choose a premium to pay for parts to reduce defect chance of what its going into. Homemade parts could be toward the middle or better end depending where you want to take that balance. Or just screw it and use the same defect function on homemade parts with the same levers where you could be making impeccable or total crap parts.
3. Brainstorming defect techs
a. Expertise rate gain (global)
b. rush factor impact (global)
c. homemade part quality (global)
d. Import QA (upgrade to import station, increases time per part but positively impacts defect chance)
Fixing defects:
The car system already in place already gives the perfect backbone.
You have a Quality Station and a Rework Station. Rework only comes after quality. Rework would be a single level tech but quality station would be multi level.
Quality only comes after the entire system on a car is built. Researching subsequent quality stations starts breaking them out to finer detail.
So for example your stock Quality Station can only check a car that is built entirely. You can then research a Chassis Quality Station. A chassis quality station works only on cars with a completed chassis system.
A Quality Station always finds defects and will in effect flag them. The standard build would be then to divert (or always go into/pass through) to a Rework Station where you would repeat the task that caused the defect originally. Going through the whole list of found defects, with a time penalty depending on how built the car is: its harder to fix things behind the interior trim or in the back of the engine bay once everything is put together.
So you get the choice of frequent inspections requiring more space and capital or waiting till the end. The former probably being better if you know your basic quality is going to be crap while the latter lets you take advantage of the gains you've made in defect chance through longterm design - there's no one answer and the average arc of a line is that you would start with quality at the end because that's all you can manage, progress to frequent quality checks to take advantage of quicker fixes, until you've nailed the line down and need to only check at the end for a rare defect.