Car Mechanic Simulator 2018

Car Mechanic Simulator 2018

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LongPath Jul 11, 2017 @ 9:02pm
Player motivation and wear on parts + more!
Forgive me if this has been mentioned but I would like to make a suggestion.
I always find the core ethic of this game (renewing parts with old and new) very enticing. I do believe by adding new variables that link to part wear such that, when you test drive your car the part wear % would translate into an effectiveness % which applies to whether the part can be used effectively while driving
(eg. brakes with pad wear would exhibit grinding when stopping etc., higher temperatures due to worn cooling systems would affect the overall output horsepower)

Thus you would have an extra dimension to the motivation and goal seeking nature of the game. Combining the effectiveness % as a motivator to make the car faster. This can easily filt into a heirarchal system where parts from higher quality brands would be more expensive, deliver greater effectiveness % and be less/more prone to wear depending on the part.

Anyhow, I really believe you guys have a platform for creation. A lot of the current games all have the same WSAD mechanics, this game can expand from 2015 where experiences such as;
- interactive body frame welding
- electronics - modification of the interior. Replacing seats, steering wheels, audio etc.
- higher difficulty with dichotomus troubleshooting experiences (Check engine light diagnoses)
- Paint system depth - colour ranges, mixing, ability to make/save custom colours/metallic blends/clear coats)
- dirt system - cars accumulate dirt with time (much higher rate than a wear vs use plot) and need to be cleaned (washing, waxing, claying etc.)
- exhaust/modified exhaust sound system - engine/part based sound modifiers
- other fluid systems besides oil. Water, Coolant, Brake, Transmission).

Could HARDEN your userbases proverbial METAPOD causing some kind of evolution to Butterfree upon purchase of cms18.


DO ET, OR HIRE ME TO DO ET.
Last edited by LongPath; Jul 11, 2017 @ 9:07pm
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Showing 1-4 of 4 comments
kahviaika Jul 11, 2017 @ 9:12pm 
+1
Husky Jul 11, 2017 @ 10:51pm 
I feel the reason that is holding them back from doing all this stuff is playability for anyone. I mean say someone who doesn't know much about cars would buy this game for fun and then be completely overwhelmed by all the stuff they would have to do and worry about. I think they should eventually make different ways to play. A basic game mode pretty much like casual 2015 gameplay and then a more advanced game version which contains all this advance stuff and way more details like wiring, fluids, wear, painting, etc. I think for a business standpoint it's a good idea, you still attract new people and make the veterans and car enthusiasts happy. Btw I would love all this stuff implemented, I worked at a restoration shop and doing all of this would make me happy.
LongPath Jul 13, 2017 @ 4:07am 
It could be part of the levelling system! I guess we currently have the whole 9k xp/cash grind in cms 2015, would add some flesh to the levelling experience vs endgame experience.

Anyhow, it does seem some of the things I mentioned are going to be implemented in cms 2018. Certainly looks interesting. Can you imagine a 'need for speed 2' type world with proper physics combined with the technicality and specificity of cms 2018? In multiplayer you could drive to your friends garage and stand in front him and his tools so he can't do his work properly. *drool*
Duckie43 Jul 13, 2017 @ 6:30pm 
interactive body work would be really cool as well as welding, remember the old moster garage game? somthing like that would be sweet..... maybe a body/fabrication DLC?
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Date Posted: Jul 11, 2017 @ 9:02pm
Posts: 4