Dear BeamNG Team and Beamng Players, I hope you're doing well. I’ve been playing BeamNG.drive for over 7 years now and remain incredibly passionate about it. I’m writing to share a few ideas that I believe could enhance the immersion and longevity of the upcoming career mode. I’m not sure how far advanced the development process of the career mode, but regardless, I’d like to suggest several features that could help make the career mode experience more engaging and long-lasting. In my view, the current issue is that the main goal —earning money to buy cars— is achieved relatively quickly, leading to a short-lived gameplay loop. I’ve been thinking about this problem for a long time and have spent a lot of time reflecting on what could improve the overall experience. After careful consideration, I came up with the following ideas: My main idea is to add multiple functions that are worth spending in-game money on. 1. Combining multiple major maps into one interconnected world. For example: Utah, West Coast, East Coast, Italy, and Jungle Rock Island. This would result in a larger variety of jobs and routes that expand across the different environments. Such a concept can already be seen in the mod "OGC TWO – The Ultimate Map" by Online90: https://www.beamng.com/resources/ogc-two-the-ultimate-map.30908/ In this mod, a highway system connects the individual map regions, allowing seamless travel and interaction between them. This opens the door to many new gameplay possibilities and is the foundation for my next idea. 2. Creating locations that require different vehicle types, encouraging strategic ownership. Depending on where certain jobs are located, players would need to buy and maintain vehicles suited to different terrain. For example, fast supercars would be ideal for highway travel across maps, while remote and high-paying off-road jobs would require complex off-road vehicles. This would incentivize owning a variety of cars, each serving a specific purpose, rather than simply collecting them for show. 3. Implementing properties with real gameplay value. Purchasable properties would vary in price and utility. For instance, a property near the highway with five garage slots could be very expensive, while a smaller, isolated spot in the Utah desert might be cheaper but less practical. These properties could be integrated into a 24-hour day/night cycle, where the player is required to “sleep” at their owned property. This would naturally lead to commuting and a greater sense of daily structure and realism. Additionally, details like reduced NPC car traffic during night hours would further enhance immersion. 4. Introducing random, rare vehicle breakdowns and a towing system. While players already pay for vehicle damage, the addition of rare breakdowns would create interesting risk scenarios. Towing should be expensive, giving players the option to either pay the fee or invest in a tow truck if they regularly drive unreliable cars. This system could be enhanced by a temperature and seasonal system—for example, engines being more prone to damage in winter due to longer warm-up times and increased wear from cold starts. Also, -High mileage engine: unreliable, more prone to repairs -low mileage engine: reliable, less prone to repairs 5. Lastly, I think there needs to be an ultimate goal. Assuming all of the ideas above were implemented, there would eventually come a point where the player owns the best-performing vehicles and properties. What now? One potential endgame could be participating in official, high-profile supercar races. On the one hand, these races would: -Require a well-performing supercar -Have very high entry fees -Demand ongoing maintenance (tire and brake changes, etc.) But on the other hand, there would be a high reawrd when winning a race. To keep such "ultimate" races feeling special, they could be locked away until very late in the gameplay progression. Like mentioned before, I think it’s essential to make the career gameplay last very long. With the help of such ideas, the career mode could feel significantly more immersive, providing a rich and evolving experience—similar in depth to titles like GTA V, while staying true to BeamNG's strengths. I would love to know, to what extend these Ideas are able to be implemented in the future? Is the current development of the career mode headed in a direction that includes features or mechanics similar to what I’ve described above? Looking forward to your responses. Best regards
Another suggestion: Allow us to steal parked cars. But then cops would chase us on sight. If we get away... we can take to salvage yard for cash (a fraction of scrap/part value). I know this is not GTA X..... just an idea. Gives people option to play that way or not. I hate getting stranded without a car and using the action menu to fast travel with a cab fee is less immersive. * also realize (all?) the traffic cars have simple interior. Just don't allow inside views while driving a stolen car. - And add FRS support, please. I would rather play at higher settings and frames per second with some added artifacts... but maybe that just that's me. Though I suspect there is already some type of upscaling baked into the game based on the visuals- maybe just with shadows?