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Most Wanted New Feature

Posted: 17 Sep 2004 12:34
by Fiden
If you could only have one new feature, which would it be?
Note that I'm listing major new features, rather than small fixes.

P.S. If you have something else in mind, vote Other and list it below.

Posted: 20 Sep 2004 18:43
by Plutoburn
Looks like someone can't get over railroad tycoon 3. :P

Posted: 20 Sep 2004 18:52
by maartena
I voted "other". I wouldn't mind seeing a return of the Maglev type trains somewhere from 2000 and forward. To keep it realistic, only passenger type Maglev trains will be allowed like the german "Transrapid" design.

People want to be moved fast. For 95% of the goods transported it does not matter if it gets there a little slower using regular rail systems.
Only mail (hence there is a "TGV Poste" model for the French postal services, the fastest mail moving service by rail in the world) and passengers need to be moved really fast.

Posted: 21 Sep 2004 00:52
by Carskick
A Reminder Popup That Asks To Replace Vehicles
I like this idea. If the user could set the reliablity a vehicle had to get to before the pop up came up asking if you want to replace the vehicle. Or maybe a button that says replace all vehicles with a reliabilty under 30% or something of that nature.

Posted: 21 Sep 2004 12:36
by Fiden
Plutoburn wrote:Looks like someone can't get over railroad tycoon 3. :P
RRT3 is ok. If you are referring to the stocks & bonds feature, these are basic types of investments in any company. One interest rate static across all companies and time is just so unrealistic.

Posted: 21 Sep 2004 15:54
by ampz
maartena wrote:I voted "other". I wouldn't mind seeing a return of the Maglev type trains somewhere from 2000 and forward. To keep it realistic, only passenger type Maglev trains will be allowed like the german "Transrapid" design.

People want to be moved fast. For 95% of the goods transported it does not matter if it gets there a little slower using regular rail systems.
Only mail (hence there is a "TGV Poste" model for the French postal services, the fastest mail moving service by rail in the world) and passengers need to be moved really fast.
Indeed, maglev would be nice.
But why would goods maglev trains be unrealistic?
Image
"The Transrapid is suitable for transporting goods as well. For high-speed cargo transport, special cargo sections can be combined with passenger sections or assembled to form dedicated cargo trains (payload up to 15 tons per section). As the propulsion system is in the guideway, neither the length of the vehicle nor the payload affect the acceleration power."

Posted: 21 Sep 2004 16:10
by xyme
Other: Having the ability to replace ALL vehicles of one type at once. Possibly even copying waypoints for each in the process.


Because right now I have started replacing my 200+ trams in my sandbox game, and it`s quite annoying. They`re all breaking down, but since new trams aren`t yet available i`ll be forced to replace them all one by one AGAIN when newer models are available.

If my trams had waypoints I`d probably go mad. :roll:

Posted: 21 Sep 2004 20:06
by damnationltd
other: improve the building capabilities of roads and tracks: (posted this on the atari forums a week or so ago already)

instead of saying "can't build here" when a road/rail already exists, jump the cursor to that section IF the slope and type matches an existing road/rail in that tile. (i.e. the ability to retrace your paths for free, like in RCT1+2)

and of course, only affect roads and rails when the "hide" functions are used... that'd be key.

AFAIK (i.e. i'm a programmer but know nothing about his framework) both of those should be within the realms of reason... and would help out a LOT.

Posted: 22 Sep 2004 12:07
by Fiden
damnationltd wrote:other: improve the building capabilities of roads and tracks: (posted this on the atari forums a week or so ago already)

instead of saying "can't build here" when a road/rail already exists, jump the cursor to that section IF the slope and type matches an existing road/rail in that tile. (i.e. the ability to retrace your paths for free, like in RCT1+2)

and of course, only affect roads and rails when the "hide" functions are used... that'd be key.

AFAIK (i.e. i'm a programmer but know nothing about his framework) both of those should be within the realms of reason... and would help out a LOT.
Indeed! The interface for removing and modifying roads and rails leaves much to be desired. And I agree (as a fellow programmer) that this change should be quite reasonable, and seems like something the testers would have noted.

Posted: 24 Sep 2004 10:27
by ozulus
For me the most wanted feature would be one click random map with all the vehicles chosen so that it would be faster to start a new game. Also that new game be of the style of TTDX, without objectives except being the best at the end.

Posted: 24 Sep 2004 10:36
by Hyronymus
Some people want an expanded scenario editor, others don't, CS made a compromize by giving you the advanced options tab. If you want to walk through the scenario-editing process quickly, forget about the advanced options and let Locomotion deal with them.

Posted: 24 Sep 2004 10:59
by ozulus
but if you don't go to advanced options you will only get some of the trains!!! :cry:

Posted: 24 Sep 2004 13:53
by Bloodnok
ozulus wrote:but if you don't go to advanced options you will only get some of the trains!!! :cry:
Yeah, only the ones appropriate for the landscape type you picked, like in TTD.

Posted: 24 Sep 2004 14:23
by Gaz613
The ability to be able to make the track supports invisible, similar to how you can in Rollercoaster tycoon would be nice as i feel this would make it a lot easier when having to negotiate your way through previous constructions with a new track.

Posted: 24 Sep 2004 16:13
by metalangel
How about switching to underground mode and pushing 'hide foreground tracks and roads' ONLY MAKING TRACKS ON THE F***ING SURFACE HIDDEN, SO I CAN SEE WHAT I'M F***ING BUILDING.

AAAAAARGHHHHHHHH *explodes*