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Exports
#1
At present, the export system isn't used much. I tried to improve the system for 2.90 by adding individual prices for each vehicle export, adding damage as a deciding factor for the final price, and adding a feature for anyone who exported 150 vehicles (Imports).

I think the export system should be rewritten with some improvements:

* Each export 'round' should require a certain number of vehicles. For example:
  Current Exports: Infernus (4 needed), NRG-500 (1 needed), SuperGT 8(11 needed)
  The round shouldn't change until all vehicles are delivered.

* The value of the vehicle should not be decided until the vehicle is actually exported. It should vary depending on visible and internal damage.

* The export location should be changed to somewhere a bit better, like the scrap yard or something.


Anyone got any other ideas on how we can improve it?
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#2
Like all 3 the ideas. Imo people don't export that much because you have no more rights after have exported 70 vehicles for AutoBahn importing, and it becomes boring.

We should think about some new rights after exporting X number of cars, like (connecting to the Auto Ownership's topic) that you have to export 200 vehicles to buy a car.
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#3
I love the ideas, especially the fact that an "exporting round" won't end until all the vehicles have been exported.
I hate it when the list changes when you're turning into the export area. :X

What should happen if 4 infernuses have already been exported? In my opinion it shouldn't just send you a message saying that they are no longer needed.

How about giving them some money for it, maybe 50% or 40% of what would've gotten by exporting it whilst it was still "needed"?

Or when one of the vehicles' "export limit" has been filled, replace that particular vehicle with another one and with a new amount of exports required, this way there won't be any "rounds" of exporting (don't know if that would be positive or negative though).
(05-02-2010, 08:47 PM)Jay link Wrote: Current Exports: Infernus (4 needed), NRG-500 (1 needed), SuperGT 8(11 needed)

So when four players have exported infernuses, and two players have exported a SuperGT the new list might look like this:
Quote:Current Exports: Blade (7 needed), NRG-500 (1 needed), SuperGT (9 needed)
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#4
increase the prices that you get if you export a car.. nobody is willing to search around for minutes & driving back to the export area if what you get is only 30-40k.
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#5
It could use some leveling system. Start off with easy to get cars and increase the difficulty, - and payout -, each round. So get an infernus, jester, and other easy cars in the first round. A sandking (the cars on Chilliad, not sure about the name), dumper (the huge truck, again not sure about the name) and other hard to get vehicles in later rounds.
The amount of damage should be included in the difficulty level and payout. In the first round you get a bit less cash if the car is damaged, on later levels it's a requirement to keep it (almost) intact.
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#6
Don't think its the speed of the cars that determine the difficulty involved in exporting - its the distance you have to drive. 

Making the first rounds easier would be a think of exporting vehicles closer to the export location, would make the early rounds quicker too.

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#7
I wasn't talking about the speed, but more about the availability. Infernus and jester are very easy to find :)

totally forgot to mention that
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#8
At the moment, but you have to take into account the vehicle layout is due an overhaul too, would I suppose it would make sense to re do the /exports and change system when thats done?
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#9
The Current Export is not that well.
There has been a lot of new cars in game now.
All these new cars aren't on the /export
and whenever exports changes its only like 2 or 3 or 5 vehicules, which makes it way hard to find the vehicules.
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