MMPC - How I make vanilla saves more interesting + Potential MM2PC ideas
Hi guys,
Something which has been very criticised among the community is the lack of variability (and therefore replayability) MMPC has, despite being a very pulished and beautiful game, something that encourages you to play 24/7... If only it offered you a bit more unpredictability each new save, not being able to always make the same clicks and succeeding by doing always the same. So, I made some rules for myself which I wanted to share with you, so at the same time we discuss about it to keep improving future games:
- In order to hire/renew drivers/staff with a higher reputation (being team reputation those stars seen on "Team" tag, having to add one star though, so 4 stars would be actually 5) than your team has (as long as they're interested), you'll need to persuade them via influence (5/10/15/20 influence for +0.25/+0.5/+0.75/1 stars above your team reputation)
- In order to hire drivers/staff under contract in another team, the driver must be considering offers due to lack of results, or, wheter the team must be going through a critic situation (TP under risk); in that case a clausure will automatically be trigered, which will allow them to leave their current team halfway through their contract
- You can always wait for the contract of your desired driver/staff to expire, but they will only be interested in entering into negotiations if their current team has a lower reputation to yours.
- You are only allowed to fire someone from your team via influence (half of months left)
- If it's expected for you to finish each race for that season in X position, if you finish in such position, you earn 0 influence. If you finish 1 position above, you earn +1 influence; 2 positions above, +2; and so on, being the limit on +5. Likewise for lower positions. Then, if it's expected for you to finish 1st, you'll earn +1 influence every time you win, since it's the maximum you can get (you cannot finish P0 lol). Also, finishing 10th when it was expected to finish 10th will substract -1 influence, earning +1 if you were the 9th team that weekend. The maximum of influence you can store is +20. You may also have negative influence due to a string of poor results, meaning a poor politic power.
u/PlaysportMatt if you're reading this, please consider all I exposed here (as long as you see it as a step forward), and transmit it to Playsport team. We are looking for REPLAYABILITY (and the nicest sandbox ever in this genre, something we'll get, for sure). MM Mobile 3 introduced that interesting and ingenious mechanic which, if it's true that mobile games are waaay simplified, it allows you to play every save in a different way, taking different paths. In fact, correct me if I'm wrong, but the cover art from the OG MMPC (that one with the pit wall screens featuring the conceptual idea from the game), features glimpses of what Christian West originally intended to do (making true a lot of those ideas, while leaving just as many on the cutting-room floor) and you can make out, in a few blurry pixels, that political dimension; though I'm not sure if it was meant to manifest trough influence or via other, even more interesting mechanics.
Sorry for writing such a long message, but man... I really really love this game. And I'll say this whenever I post something here, but... Thanks for making this game a reality.