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  • in reply to: General Suggestions #13853
    boigsonat
    Participant

    Will help game play in this:

    – Coherence between vehicle travel and time spent.

    – Diversity in transport usage by the hour and the type of day (residential -> industrial in work days, residential -> leisure for holidays, in two-day holidays the leisure is done to farther places than normal, in morning and afternoon different amounts in each station, at evening in shops but shops are empty in mornings…).

    – Possibility of using night hours for upgrading infrastructure and other changes in already in use infrastructure.

    In one sentence: You plan the day with your vehicles, better than the actual “let’s buy a lot of them and hey-yah, zero intelligence, millions and millions everywhere, then repeat ad infinitum”.

    Just imagine planning the line with the correct amount of vehicles for each moment of the day, probably just 25 and not 125 like now. Just make the game SMARTER in the transport itself, not just in the construction. This game is too easy in the transport itself (bus line from A to B, then rail from B to C and A to C but not the same line, then repeat somewhere else…).

    • This reply was modified 9 years, 5 months ago by boigsonat.
    • This reply was modified 9 years, 5 months ago by boigsonat.
    in reply to: General Suggestions #13794
    boigsonat
    Participant

    In my previous post I said that a night/day + holiday/workday would be great and I just wrote “copy SimTower system”. SimTower is from 1990’s so I think that it needs a bit more of an explanation (is quite difficult finding information about this game nowadays).

     

    First, we will set the length of 1 day in the current game as a T amount of time.

    actually we have 365/366 T, we will call this new unit of time U and we change it to be always:

    365T = 1U

     

    Second, what is the importance of time in this game? Answer: (nearly) NONE, the importance is frequency in seconds. The time is measured in units that we call “days” but they aren’t days at all. If a 200km/h train needs 30 days for travelling 2 cities then it is not wrong, is plainly insulting. With this changes I plan to solve this incoherence.

     

    Third, the new calendar system:

    4 “seasons”,

    1 “season” = 2 “weeks”

    1 “week” = 2 “workdays” + 1 “holiday”

    1 “special week” (the last of each year) = 1 “workday” + 2 “holidays”

    So we got 4 x 2 x (2 + 1) = 24 new divisions

     

    Fourth, now that we reduced the amount of “days”, the new adjustment with “hours” and “minutes”:

    We will change the total “year” time from 1U to  approximately 5U. This will give enough time for trains and other transports for travelling in a realistic amount of time.

    1 new day will consist of 24 hours, and 1h = 3T. So one of our past “days” now are “20min”.

    3T x 24 = 1day = 72.

    72 x 24 = 1year = 1728T

    So, a new year suppose approximately 5U, this is, 5 times longer.

     

    Finally, the night period can be disabled by default or released later as a cosmetic DLC, just an icon with a moon is enough.

     

    The clock should be in something like this:

    01:23 1W, Winter, 1981

    08:00 1H, Winter, 1981 <- colored in red for Holiday

    08:00 2H, Winter, 1981 <- colored in red for Holiday

    …and so on…

     

    Terrible? At all! Less vehicle replacement, more used vehicle models (as cities grow “faster” in total amount of units of time). The only thing to be replaced is that buildings require 2 seasons to be finish at least.

     

    Of course a better calculation can do magic. Probably 4T = “1h”? I don’t know… What do you think?

     

     

    • This reply was modified 9 years, 5 months ago by boigsonat.
    in reply to: General Suggestions #13784
    boigsonat
    Participant

    My opinion about yours:

    1. Nice add.
    2. Very optional IMHO, but great too.
    3. YES!
    4. YES!
    5. Nice add.
    6. YES!
    7. I see a lot of work in this, probably trying making a copy of what was done in “Rails in Motion 1” would be nice… As a start (because it was dumb, but it worked).
    8. Nice add.
    9. YES!
    10. Probably disappear for reducing the load in the computer by “packing” it with another common destination travellers (as they share the exact same route).
    11. Nice add (as I understand it as private traffic).
    12. Nice add.
    13. YES!
    14. YES! I HATE THAT!
    15. YES! I HATE THAT!

    Now my ones:

    1. The most important one (for me): HOUR, DAY AND NIGHT, WORK AND HOLIDAY time. How to be done? Just check the SimTower / YootTower system .
    2. Line traffic control offices, with that you can force the vehicles in a line to go to all station evenly (by default) or schedule (in a very simple way) to day/night/holidays to reduce costs. Done by “expanding” a train/tram/bus depot. Depots also should be assigned to a line for avoiding problems when you send all the vehicles to repair. Lines without depots doesn’t work.
    3. New depot menu, the actual is horrible (unusable) if you have more than 27 vehicles (in a 1200 height resolution), at least put scrollbars and keep the bottom menu all time available!
    4. In the line menu, put an amount for how many vehicles are in each line (I have lines with 125 cars, so each time I have to count them…)
    5. Go-to-depot/Go-to-Depot-And-Sell vehicles are marked with icons and this orders can be reversed before happening in the vehicle menu.
    6. Possibility of construction 2 or more rails at the same time (for avoiding these annoying and time wasting tunnel-in-curvature errors) .
    7. For tunnels and bridges already built the possibility to “expand” or “retract” the number of rails. Also, the possibility for bridges to change the material.
    8. When I wipe out an entire town (or all the buildings of a specific type of building) the game crashes. Division by zero?
    9. Possibility to put signals in bridges. In tunnels also a special menu by clicking  that allow you to put a signal for each distance (make it easy, just the normal signal for all the rails).
    10. The sky is never blue and the sun looks like a supernova. Dystopian sky… Snow in mountains? Something happening in rivers and lakes (wet areas, swamps…) ? Trees growing again in empty forest-type texture areas? Cows? Horses? Farm buildings?
    11. Put singular buildings (that also can be destroyed and plop somewhere else) like larger-than-normal industry/skyscraper/mall/attraction park or something, to give a unique distinctive to each town.
    12. You can add expansions to stations like parking lots (then users can come from farther), electric transformers (without that trains run slowly), coal deposits and water towers (trains also run slow without it).
    13. Rack rail trains + Higher mountain + Ski resorts?
    14. Long stations are nearly useless.
    15. Endgame needs all the machines from 1950, not just the last ones. There’s a 200Km/h wagon but no engine!
    • This reply was modified 9 years, 5 months ago by boigsonat.
    • This reply was modified 9 years, 5 months ago by boigsonat.
Viewing 3 posts - 1 through 3 (of 3 total)