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tmorgan96

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  1. Exactly. Going back to SC4, the game punishes you for poor decisions harder and harder the longer you continue. Poor education is acceptable if your city is small and underdeveloped, but if you're zoning high-density and you have no high schools, colleges, universities, or libraries, your city will be full of box-shaped brown megatowers, and your city will never develop a nice skyline or shimmering high-tech industry. If you run pipes through your dirty industry, you kill your water supply and poison your Sims. C:S has plenty of those same challenges; for instance, you cannot place a waterpump downstream from a sewage pipe or you'll monumentally rubbish your city's health. The problem is that such a crisis is easily avoided, and after the first time you make that mistake you'll never do it again, rendering the 'challenge' useless. Same with deathwaves. There needs to be a late-game challenge added to ensure that players feel rewarded. SC4 had an interesting choice in the lategame - continue with dirty industry with negative consequences, or risk upgrading to high-tech. In comparison, C:S essentially abandons industry after the first hour of a city's life. Unless you intentionally cripple your city's health, education and overall advancement, those outlying industrial suburbs will wither and die or otherwise sit there collecting dust. There's no expansion on industry either - you can't enact policies to ensure the survival of industry or turn your city into a manufacturing centre. The only option is to move into office and commercial, which themselves provide little variety. There is also little downside to Office and commercial zoning - they're both extremely lucrative. A solution to this problem would perhaps be to create a second density of industry to the game - high density industrial - which would be megafactories. It wouldn't be as polluting as initial industry, but it would still be undesirable to the environment and to Cims' health. The benefit to such an industry would be a) massive numbers of high paying and advanced jobs, b) huge tax revenue for the government, and c) a massive boost to commercial demand. In tandem with this, I would nerf the tax revenue received from Office zones and the demand for Office and Commercial zones (in the lategame). I would also heighten the prerequisite education and health standards necessary for the continued development of office. Make office an extremely challenging yet rewarding aspect of the game. Office would also be highly reliant on supply chains - to have successful Office zones, mayors need either exceptional international transport links such as well-funded freight-train, seaports and airports, or have plenty of industrial production within the same city, in order to support it. Mayors (players) therefore would have the choice in the lategame. Heavy industry is polluting, unhealthy and strains on export freight routes, but with the benefit of strong citywide commercial demand, strong jobs sector, high tax revenue and low barriers-to-entry for Cims (meaning low education and health). Office on the otherhand would be far more challenging. For Office, a mayor would need a decently planned city, very high levels of education and healthcare, and some remaining supportive industry/strong interconnections with the outside world. The upside of Office would be no pollution and some lucrative unlocks. Thoughts?
  2. Wow what a read. Thankfully my boss hasn't given me anything to do in the office this morning. I would suggest as a starter the complete BSC downloads in a plugin pack or something, for starters. There's so many countless BSC mods that I feel it's daunting for new players and is enough of a barrier-of-entry to dissaude them from downloading a lot of buildings. A neat pack of plugins so new and returning players can at least feel they're comprehensively protected from the 'Brown-box-of-disappointment' would be a great first step. Other than that, I (as a returning player who began playing SC4 in 2004) find that a lot of content is hard to find. I spent four hours over the weekend trying to find suitable park downloads, for example. I feel that themed packs with a $5 price-tag each would be a great little feature, especially if it went along the lines of: Parks and Plazas Train, bus, tram, monorail, elevated rail, ferry stations Airports and Seaports Education overhaul (Simgoober's stuff + lots of others) Health overhaul (again, Simgoober + others) Fire, Police and Utility BSC Total Textures Pack Residiental Complete Pack (100s of buildings from each wealth and density) Commercial (basically pack this full of skyscrapers) Farming Industrial - Manufacturing and Dirty Industrial - High Tech And so on and so forth. This is basically a wishlist but a man can dream. I don't mind if the site owners go down the route of automation if that's the most feasible means of accomplishing this, however quality control protocols need to be implemented so packs and so forth aren't diluted by poor quality or irrelevant content.
  3. Republicans will turn eventually. Right now Trump is supported by 80% of Republicans, so impeachment isn't really going to happen. Give it time.
  4. It's amazing that it's been so long and yet we're still discussing Nonny's contribution to this forum. I already paid my respects to him earlier, but I think it's really touching how the community can come together after such a loss. Thanks to all those who have contributed and will contribute in future, on this thread and in others.
  5. Exactly. Even SC4 doesn't come close to the flexibility of CSL, and I, for one, cannot wait to see how this game continues to evolve beyond the paid expansions and DLC. Even if there isn't a CSL2, I can expect this game to continue being relevant long into the future thanks to modding.
  6. I tend to think CS is doing much better than SC2013, but that's my opinion. The game isn't perfect and doesn't have a lot of replayability. Here is a demonstration of my thoughts: Positives: + $30 at launch for base game versus $60 for SC2013 + Much bigger city tiles than SC2013 + 3D graphics aren't an improvement over SC2013, but CSL is closer to SC4, and that was 2D, so this is a positive. + Electricity and water aren't using the Agents system that SC2013 did, which helps immensely + Water simulation is fantastic. + First DLC added day and night cycle, which is fairly important for any city simulation game + First DLC added specific commercial specialisations. + Industry specialisation by district is a fantastic addition to the game. + Highways and a fair amount of road network options (6-lane, 4-lane avenues) + Easy to create tunnels and bridges + Curved roads is a big improvement over SC4 + Roads can be built under other roads, unlike SC4 + Aspects like crime, firefighting and education work well overall. + Policies implemented on a district or city-wide basis add an extra layer of depth and I think are an undervalued addition to the simulation. They add far more options to gameplay and give Mayor's more freedom to give distinct areas certain features. + Base game accomplished by a team of only 9 people originally. +++++ Modding has added immensely to the game. One can give oneself many more tools to oversee and customise their transport networks. More buildings can be added to the game. Steam is a fantastic venue for such a service, and it adds longevity to the game and will ensure new content is added to CS long after Paradox have moved on. Negatives: - Perhaps lacks the 'fun' factor that made SC4 and previous titles so addictive. This is hard to emulate. - Game can be quite... two dimensional. One play through can often leave me unwilling to return to the game for some time. - Traffic issues - Death waves - I feel Snowfall lacked direction. Not having dynamic seasons was a mistake. - Natural disasters don't appeal to me. - City sprawl isn't really satisfying. Buildings at higher densities hit a level and then the skyline of your city becomes quite... boring. - Lacks a challenge. Once you overcome early finance issues (if you encounter them at all), it is easy to run away with the game. It becomes a painter. - CO doesn't necessarily seem to want to address the issues which have plagued the game since day 1. DLC is important for their survival, but I would prefer there to be more patching whereby bigger problems with the game's simulation are tackled. This would make it easier to justify the purchasing of further expansions on my part. - District specialisation has become somewhat ignored by the devs now. This was a great addition to the game at first, but it is disheartening to see that this has not become something CO has developed on. This is a big point of difference between CSL and the Simcities, so I think CO should redouble their efforts on policies and districts as a means of giving the game a greater point of difference. - Industry becomes irrelevant after your first highschool. After that, you just can't find workers for non-office industry, even in your original existing industrial areas. This is a shame, because I feel having the choice to push your city into becoming an industrial giant or farming breadbasket would be a great move. My idea would be to add another wealth level of industrial, which is less polluting, employs more highly educated workers and still produces plenty of goods to be shipped into commercial zones and outside. Creating high-tech industrial cities in SC4 was rewarding, but it simply doesn't exist in CSL. - (edit) Tourism needs work. Overall, there is plenty which CS gets right. There are a number of things which haven't been fixed yet, which is disappointing. Have I given up on the game? Not yet. I can't play at the moment anyhow, since I am living temporarily overseas without my desktop PC. I do think the game can be improved in many ways and I think these need to be widereaching. My suggestions for what Paradox/CO should do next: > Giving more transport types in a Rush Hour DLC > Overhauling industry to make it a viable growth path in the mid-game in a comprehensive DLC > Fixing the glaring issues with death waves and traffic in a single patch > Overhaul tourism in a comprehensive DLC.
  7. Idon't check these forums very often anymore. When I read this, my mind went back to the countless hours I spent on this forum simply reading, and not even contributing. I always respected Nonny's opinions and loved his passion and warmth. I am deeply saddened not only at this loss to our community, but also by the fact I no longer have the opportunity to get to know him better. He always struck me as a contributor second to none on here, and for having wasted the opportunity of having him around without making my respect for him known, I am regretful. Rest easy friend. Thank you for everything.
  8. I think Simcity is finished. I do however believe that city builders have a bright future. Skylines proved that small studios and game companies can make a good city builder that will sell well.
  9. I know that this forum is mostly dedicated toward SC4 and SC2013, but I think ST needs to jump on the Cities: Skyline hypewagon. If the mods don't they'll miss out on what could very well be the replacement to SC4 (high degree of modding, big cities, etc.)
  10. experilous

    Haha, don't worry; no death threats from me. I love turn based. But I don't believe I've ever really considered doing a city sim using a turn based model before. On a technical level, many of the options I'm considering would work out to be more or less turn-based (the traffic simulation among them), but I still always envisioned typical real-time style of presentation. Making it truly turn-based would have some interesting implications. Off the top of my head, I imagine that the variety of available player actions and the scale of a single turn would need to be balanced so as to reduce the number of turns where the player does nothing but hit [End Turn] again. Otherwise, the game would frequently feel pointlessly tedious. Then again, even if I stick with a real-time presentation, thinking about it from a turn-based perspective could help inspire some solutions to the already existing problem of waiting for things to happen. If the game runs fast enough, sure, you can just run it at cheetah speed for a minute or so and then get back to spending money doing stuff, but it still feels a bit like you just wasted all that time in your city's in-game history. Finding meaningful ways for a player to always be doing something relevant and engaging is on my list of design considerations, and with the turn-based perspective, I think you've given me another tool in my toolbox! Yeah, the continual pressing of next turn in even Civilisation 5 does irritate me, so I don't know if turn based Simcity would even work. It's just an idea of how one could overcome the issue of processing - by continually pausing. Not sure if it would work, but its something to think about. Freight in Simcity 2013 I believe is sorta more realistic. Doesn't freight from industry ship to commercial within in the same city? (I haven't played enough to understand if Glassbox does actually simulate this far). Simcity 5 touched lightly on one-off traffic through the use of stadium and expo centres. They added tourism traffic to a city. However, one could very easily see no gigantic problems because they didn't add that much to the traffic. However, if you went into events such as the Olympics (don't use the Olympics specifically, or the IOC's lawyers will find you and end you), that would add such tasks as building huge amounts of infrastructure that previously wasn't present. I'd make such events a kind of 'disaster' or surprise, where your city wins the Games unexpectedly and suddenly has a 7-10 year period to build the necessary infrastructure (venues for games, hotel capacity and methods of transport for getting into and around your city). As for seasons, I'd love the idea of a harsh winter changing a variable in the capacity of the roads. In summer, roads are 100% efficient - in a warm winter, roads are 85% efficient, normal/average would be 70% efficient, harsh winters 50%. Simulating individual days and snow storm events would be very demanding and complex I'd imagine.
  11. experilous

    How about a turn-based city sim? don't kill me
  12. It happens for my Simcity 4 too. It happens alongside the other issues that are currently plaguing the game when played on Windows 8.1
  13. Ultimately SimCity 2013 could be a great game, and if city-sizes can't be increased, then at least make city tiles almost touch each other, with highways crammed in between the cities so that it isn't just an inexplicable grassy space between two densely populated cities. Also, the regions of SC2013 are weirdly designed so that areas which would be a great spot for a city are located just outside a city boundary so they remain plain. Basically, I believe SC2013 could be a great game and a fantastic city builder if EA/Maxis changed the way regions worked, or basically crammed cities closer together so that space wasn't wasted.
  14. Agreed. This looks amazing. I'd love for the dev to eventually do a city building game akin to Sim City. He has proven to be very good at what he does through the numerous gameplay videos on YouTube, which have usually over 10,000 viewers per vid (and, I should add, more than 140k views on the official YouTube page). That is a significant amount of interest and a lot of money going toward the developer. Good job.
  15. experilous

    As with any multiplayer experience, there have to be measures in place to ensure griefing does not occur. Your version of multiplayer looks very easily abused if a random person can stroll into a city and rework it completely. Therefore, three options: 1. Offline single player mode. Everyone hated 'always online' SimCity 2013. 2. A 'revert' button, which can only reverse changes made by another player by the person who started the game/game in the first place. 3. People can only multiplayer with friends. No randoms. Those are my suggestions. A global economy like what was attempted in Cities XL and SimCity 2013 could work.