StreetRod 3 forums

Street Rod 3 => Suggestions => Topic started by: Maxaxle on February 08, 2013, 08:51:59 pm

Title: Homebrew car mods?
Post by: Maxaxle on February 08, 2013, 08:51:59 pm
I bet SOMEONE in the '70s tried to modify their car's parts to try to make it go faster, but didn't bother buying nicer replacements for said parts. Perhaps we add a crafting-menu-thing from which to attempt to modify or build car mods? Some mods would simply be "grind excess bits off of XYZ part", which would increase performance slightly at the cost of part strength (not what state the part is in, but how quickly it'll wear down), whereas others would be complex, like "Build homemade blower" (the resulting part would be ~$100 cheaper than a manufactured one, but would perform 15% worse, would wear out more quickly, and would be 25% heavier), or "remove emissions controls", which would make the car noisier and slightly faster at the cost of having a chance to be pulled over by police.

Thoughts?
Title: Re: Homebrew car mods?
Post by: cdoublejj on February 09, 2013, 10:20:32 am
I bet SOMEONE in the '70s tried to modify their car's parts to try to make it go faster, but didn't bother buying nicer replacements for said parts.

That's and under statement, in fact i still believe in making my own horse power rather than buying bolt on parts, to an extent.

What you are stating is has more or less already been planned. with the exception of things like building a homemade blower or being pulled over by cops for no emissions. Emissions just didn't happen in the 70s in fact to this day cars from 1970 or older are emissions exempt in the USA I'm not entirely sure about 71-72 but, i'm fairly sure back then it didn't matter as much as it does today.

However it was an accepted idea that player would/will be able to get stuff like heads "re worked" and or "ported" along with other parts like the intake (porting).
Title: Re: Homebrew car mods?
Post by: Maxaxle on February 13, 2013, 05:12:28 pm
However it was an accepted idea that player would/will be able to get stuff like heads "re worked" and or "ported" along with other parts like the intake (porting).
What about stuff that's more jury-rigging based, like trying to make a fuel injection system from an old vacuum cleaner and some pneumatic equipment?
Title: Re: Homebrew car mods?
Post by: cdoublejj on February 14, 2013, 12:07:20 pm
 :o absolutely not.  ::)
Title: Re: Homebrew car mods?
Post by: Maxaxle on February 15, 2013, 01:07:38 pm
Still on the subject of car mods: What if different mechanics in different towns would offer different services, have different skills in different areas, and/or have specialties? Example: The mechanic of Town 1 isn't very skilled with engines, but can repair transmissions with ease and has a Specialty of "Unique Exhaust Mod 1" that improves performance slightly and decreases exhaust system weight slightly, whereas the mechanic of Town 2 is good with engines but not so good with bodywork, however his services are generally cheaper and he'll throw in exhaust repairs any time you buy something from him.
Title: Re: Homebrew car mods?
Post by: K52 on February 15, 2013, 09:06:29 pm
that idea sounds great i think
Title: Re: Homebrew car mods?
Post by: cdoublejj on February 16, 2013, 01:52:40 am
In street rod 3 you get to be the mechanic.   :)
Title: Re: Homebrew car mods?
Post by: Maxaxle on February 17, 2013, 11:16:45 pm
In street rod 3 you get to be the mechanic.   :)
1. Well, what if certain garages had certain pieces of equipment available to them, and certain people in certain towns sold certain parts? e.g. you'd have a good chance of finding excellent engine parts in Town A, but not so much in Town B.
2. As much as RPG mechanics might be a bad idea, what if the cost of repairs would go down as you got more experienced at repairing things, eventually getting to a lower limit? Example: At the beginning of the game, it costs $50 to repair a half-damaged engine block. Ten successful repairs later, it costs $40. Twenty successful repairs after that, it costs $35, and as time goes on the price gets closer and closer to $30, but the rate at which the price lowers gets lower; you could grind for 8 hours and get a price of $1000 to $800, but 16 hours of grinding will only get it down to $750 (whereas the lowest price is $600 or so).
3. What if you had the opportunity to find actual mechanics to do things for you? The upshot would be that they'd be more experienced (generally speaking), HOWEVER the cost of service in itself could offset the price difference if you're too experienced. Or, perhaps repairing things yourself takes time that you could spend elsewhere? Or perhaps self-done repairs cost some other resource, preferably something that regenerates over time, like stamina?
Title: Re: Homebrew car mods?
Post by: cdoublejj on February 17, 2013, 11:43:01 pm
I think the programmers will have their hands full as is and there will be many other game play mechanics to keep you occupied.

however I have a counter idea, maybe if you beat the king in one city, you then get certain discounts in that city after beating the king. no levels or no rep system but, something simple that does what you suggest and make sense give the game, game style and story line.
Title: Re: Homebrew car mods?
Post by: Maxaxle on February 17, 2013, 11:53:36 pm
however I have a counter idea, maybe if you beat the king in one city, you then get certain discounts in that city after beating the king. no levels or no rep system but, something simple that does what you suggest and make sense give the game, game style and story line.
Definitely an interesting idea...
Title: Re: Homebrew car mods?
Post by: cdoublejj on February 18, 2013, 04:59:10 am
Interesting. At the very least you do raise an interesting topic and ideas. In some of the old street racing movies some of the racers worked at shops for money. As you know SR3 starts out with main player having saved money up from job prior to the summer. perhaps certain specific shops might offer small discounts on certain parts earlier in the game. parts like mufflers and tires nothing good because it's the begging of the game. Perhaps as you beat kings (more/all kings) the discounts might increase slightly.
Title: Re: Homebrew car mods?
Post by: Battlewagon on November 16, 2013, 10:17:38 pm
Another thing that comes to mind is the possiblity of rare HD factory parts and C.O.P.O. cars becoming more available as you become more "credible."  Again, this could be a way of working an A/C Cobra or GT40 in somewhere, or possibly some crazy HEMI crate engine.
Title: Re: Homebrew car mods?
Post by: cdoublejj on November 17, 2013, 03:08:11 pm
that idea or similar ones have been suggested. ie getting more advanced stuff as you progress. it's definitely something to consider and keep in mind since it's too early to implement such ideas.
Title: Re: Homebrew car mods?
Post by: Battlewagon on November 18, 2013, 01:03:31 pm
The main issue may be (and since you're a more advanced programmer you would know the details), that we're not building a straight racing simulator, but a game with a plot, goals, etc.  Simulating a Falcon with a side oiler mod would be easy.  It would be the story line, and the required goals to unlock, that could make the whole thing complicated.  In fact, I'm tempted to build something crazy for TORCS or Speed Dreams (discovered today) to hold me over.
Title: Re: Homebrew car mods?
Post by: Maxaxle on November 18, 2013, 09:44:44 pm
In fact, I'm tempted to build something crazy for TORCS or Speed Dreams (discovered today) to hold me over.
What, not Rigs of Rods or BeamNG? I know it's not an ideal sim at all, but the softbody physics bring up the stakes significantly.
Title: Re: Homebrew car mods?
Post by: cdoublejj on November 20, 2013, 07:48:38 pm
There are five million racing games out there, (worth noting not one of them is like SR3) and IMHO the last time i've tried any of them they all sucked pretty bad, usually due to broken physics and or vehicle handling.
Title: Re: Homebrew car mods?
Post by: Maxaxle on November 21, 2013, 11:49:35 am
Actually, neither is supposed to be a "game" persay, more like a physics sandbox where the cars are infinitely deformable (at least in RoR) and the player is invincible. The actual vehicle handling is kinda questionable but at least offroading works well.
Title: Re: Homebrew car mods?
Post by: Battlewagon on November 22, 2013, 07:10:29 pm
Well....the coolest sims I've tried are indeed physics sandboxes optimized for one type of machine or another.  I've grown out of FPS games, although they represent this when they're done well, but you can just as easily make the sandbox argument for car racing simulators, flight simulators, naval simulators, and train simulators, which I think are the dominant sim categories on the market.  Some simulators, like Microsoft Flight Simulator or Auran Trainz, have built themselves up to their current gargantuan size largely through third-party plug-ins.  Trainz was actually planned that way, since Auran (now N3V) understood from the beginning that its users would immediately begin modding it, taking a lot of the burden off of Auran/N3V (which is sort of a ripoff since a lot of the plugs are crap anyway, but I don't hear any Trainz enthusiasts complaining).   

There are also, of course, sims like Battlefield or Arma that try to integrate many simulated technologies into one, but since these are war games they've largely lost my interest.  Using their game engines, however, might not be a dumb idea.  Many simulators are already capable of accomodating different vehicles, for example, than the dominant one.  For example, the final versions of Microsoft Flight Simulator could simulate boats and ships (in a very basic way). 

I think what makes all the Street Rod games distinctive is that they're racing games where you do the modding in-game, much like in many war games like Metal Gear and for that matter almost all Fantasy/D&D Role Playing games.  While in-game mods and power-ups go back at least to Pac Man, in racing games/simulators they're much rarer, and the relative authenticity of the Street Rod mods make them even more appealing.  Having to handle virtual budgets and sales makes it an even better simulator/game, in my opinion.

However, as I've already posted today, with the amount of plug-in making that goes on today with all of the better games, the potential of SR3 once it's done should be worlds different from SR2, even if you ignore the advances in graphics, physics, and sound over the past 23 years.  Hopefully the built-in features will be great, but it seems a given there should be a range of plugs available as well.  This is without getting into multiplayer support, which also didn't exist in SR1 or SR2, not even for two joysticks.