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alvinheriadi

SimCity: Transit and Roading Networks

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Wishlist:

1. Ground highways with concrete barrier or with grass median

a. Concrete median would be a single piece to drag

b. grass median could be one piece to drag or to drag 2-4 lane one way roads in two different directions

2. Multiple texture on roads

a. double solid line

b. one side broken, other solid

c. both sides broken line

d. parallel parking spots on city roads

e.rural road with tar shoulder

f. suburban road with sidewalk

g. industrial road with no edge textures

3. Avenues

a. a lot of street lights

b. choice in textures such as grass, trees, center lights etc.

c. smooth curves

4. Freedom from grid roads like cities xl, but still have the option

5. More detailed rail network like trainz railroad simulator, such more options for passenger stations, freight stations, interactive industry, real trains like amtrak and freight,

6. Ability to edit highway signs like putting in your own interstate number, naming your exit and mileage

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One more thing which I didn't mention before, I really want turning lanes in this game. The TULEPs in the NAM were great at making the roads look more realistic. Sadly the screenshots of SC5 did't show any but they'd probably just be modded into this game as well, assuming its not included.

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Oh yeah, right, turning lanes are important too. I didn't think of that, but I can't imagine playing SC4 without the TuLEPs now. Hopefully SimCity allows lots of different configurations for turn lanes with various networks.

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I haven't seen enough of the games road and transit systems, so I remain optimistic.

Although I haven't heard much about their development, which makes me less optimistic. I hope they aren't left to the last minute and rushed.

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It would be nice if taxis could be implemented into the simulation in some way. We haven't got a decent taxi simulation in a game on the scale of SimCity yet.

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I'm not sure if anyone has seen this at the simcity.com site, but if you click the box cover(under preorder) it talks about the limited edition including high speed rail as well as double decker buses.

Recreate a European inspired neighborhood in the center of your city! Place world renowned landmarks including the Eiffel Tower, Brandenburg Gate or Big Ben to help your tourism business in your city. Receive challenging missions, complete unique achievements and earn big bucks as waves of Sims visit the landmarks. Watch as the businesses, homes and vehicles around your landmarks start to take on the flavor, style, and architecture of those countries. Signature Landmarks—Be the envy of your region by placing beautiful landmarks to give your city district a fresh new look. Sims will visit your city to see the beautiful wonders. Change in the Streets—Watch the streets, homes, businesses, and vehicles around your landmarks start to take on the flavor of those countries. More Ploppables—Move your Sims in style with new transportation. Double Decker buses from London, High-Speed Rail from Germany, and police and fire services from Paris. SimCity™ Digital Deluxe includes SimCity™ Heroes and Villains set

That's not to say HSR is exclusive to the limited edition(or DLC) since they go on to say police and fire from Paris, but that's also in the vanilla game. Could just be facelifts, but at least this confirms HSR!

and also, Trams!

tram.jpg


  Edited by MINIggy03  
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Yeah I noticed that too! I was just about to post a picture of another angle with just the tracks. Its nice to see that we get trains, trams and buses.

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This is wonderful! I love the fact that we get trams in the base game. Though, I still don't have sufficient reason to buy it with my economic situation just yet.


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

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Good to see trams at long last. Hopefully if I can afford the internet to play this game I shall. I wonder if we only get one type of tram/train, or more choice? I hope not all the trains are HSR 4 style bullet types. I'd like some regular trains like they had before these wheeled rockets.

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There is a large pentagonal airport done from cooperation.


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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You can also bet that airports will be modular, like many other aspects of the game, so there won't really be one exact look for them.

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From what I have seen, SC5 doesn't seem that innovating. They could have done much better at being innovating, using the following basic concepts:

The grid should be done away with; we are in 2012 now, and we shouldn't need grid based games anymore.

Networks should be dots, connected with lines, rather than tiles filled with a certain network. If a network is just a couple of dots connected by a line, it makes it much easier to make any type of curve you want. It also allows the player to specify at what height each dot should be, allowing smoother slopes. It would even allow multiple networks crossing each other via an overpass. Intersections would just be dots where two lines intersect.

Stuff to be specified per 'dot':

Height

Intersection type (turning lanes, allowed directions, roundabout v.s. traffic light v.s. at grade intersection etc....)

Stuff to be specified per 'line' (=segment between two 'dots')

- Curve, angle, etc.

- Amount of lanes, road width

- Hard shoulders, sidewalks, bicycle/bus/tram/HOV/toll lanes etc.

- road texture

- Type of embankment (bridge, concrete wall, natural slope etc.)

The merits of this system are that it can be used for ALL types of networks: railroads, monorail, tram rail, even subways ! It would also allow easy building of tunnels and bridges, as they would just be network instead under the ground (tunnel) or over water (bridge).

Now, the game should offer a default that allows inexperienced players to just drop down a road and have a good result without too much hassle - I would even include some prefab highway interchanges for that purpose. But expert players should have these possibilities.

With a new approach like that, SC5 could be a highly competitive game for the veteran, as well as an easy-to-play game for the beginner. And that's what makes a game memorable.


  Edited by sirdanilot  

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Uh, I don't know where you've been, but there's definitely no grid in this game and the networks are drawn using a "follow the leader" tool approach. There's also multiple types of networks and subtypes (ie lane count).

I thought the "follow the leader" tool, as you call it, looked pretty smooth... and well, phenomenal. But I bet you there will be multiple tools for building free-form networks. Also, where did you see info on lane counts in networks? I'd love to see the official report on networks


Community Management Team Cities: Skylines Paradox Interactive

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does anybody know if they plan to allow streets to be connected from one city to another? that is, if the game will even continue to use the city tiles, and just so we are clear, i mean Streets and not Roads specifically...( it would greatly benefit builders, because seamless development) i hope this makes sense to everybody

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The most awful thing (apart from the tiny map-size and the way the cities seem to not touch each other so you cannot make a metropolis) in the gameplay video is when they show these motorways/freeways with at-grade junctions. It would not be hard to implement flexible flyovers/flyunders...

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Uh, I don't know where you've been, but there's definitely no grid in this game and the networks are drawn using a "follow the leader" tool approach. There's also multiple types of networks and subtypes (ie lane count).

I thought the "follow the leader" tool, as you call it, looked pretty smooth... and well, phenomenal. But I bet you there will be multiple tools for building free-form networks. Also, where did you see info on lane counts in networks? I'd love to see the official report on networks

Phenomenal, I agree, but I wouldn't say "smooth", as I noticed visible jagged edges in the curves, like Cities XL. In CXL I always tried to make only the smoothest curves because ones with smaller radii looked so bad. I hope Maxis makes smaller curves be more smooth (made up of more pieces). I don't really get why they are like that; I remember Sid Meier's Railroads! had track curves that were completely smooth. Maybe the polygon count could be increased in the game options for more powerful computers if it's because of performance.

The most awful thing (apart from the tiny map-size and the way the cities seem to not touch each other so you cannot make a metropolis) in the gameplay video is when they show these motorways/freeways with at-grade junctions. It would not be hard to implement flexible flyovers/flyunders...

I don't know what you mean; it's not a freeway if it has at-grade junctions, it's just a large avenue. I don't think we've seen any freeways yet.

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I don't know what you mean; it's not a freeway if it has at-grade junctions, it's just a large avenue. I don't think we've seen any freeways yet.

Freeways can have At-Grade Junctions but generally don't. Limited-Access Roadways can't though, which is what I think you're implying.

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Wikipedia has two definitions

Controlled-access highway (freeways. motorways, etc). No intersections allowed, only interchanges: http://en.wikipedia.org/wiki/Controlled-access_highway

Limited-access roads (expressways, parkways, etc). Can have interchanges and intersections: http://en.wikipedia.org/wiki/Limited-access_road

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It's funny no one mentioned the seaports; they will be a nice argument...

It will be awesome if we can zone the seaports... what you think about it?

About the streets and public trasportation, in the videos there're already shown a pletora of possibilities: streets, roads, avenues, freeways, buses, trams and trains; what we haven't seen are metros but it's just a matter of time and they will show them.

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Yes, there's no doubt that normal metros will be in there (in my mind), and it's a relief that they've added trams this time. I'm still worried about whether or not the game will have monorails at launch, as I have only seen them in that one concept art image.

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With the capabilities of modern gaming, I would think that monorails could be easily implemented towards the end of development. It's one of the easier networks since it really can't (or shouldn't) interact with other networks.

And at the very least, I should hope that Maxis will allow us users to make our own transportation networks. I would be perfectly happy if they left monorails out and just gave us the tools to make them ourselves. Some kind of "transportation network editor" would be incredible.


Community Management Team Cities: Skylines Paradox Interactive

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The capability to mod new networks is definitely a necessity. You can't expect Maxis to make everything; if SC4 is any indication, it will have plenty of things missing that modders will have to add. I hope the base game at least includes most of the things people want for transportation, though.

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The platform in the video looked small like in 4, and the station was hardly realistic. I hope this is still in the early stages of development.

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Yes, I hope it is just as you say a placeholder. Yesterday I was in Sydney and I sincerely hope railway stations are modular like other components of non transit civic infratrsucture.

275px-Central_station_pre_1955.jpg

Central Station, Sydney. Similar to the Rush Hour 'Grand Central', so I am hoping we still have the option to build such edifices, possibly a 'station expansion' system with modular additions like they are talking about for fire stations and hospitals.

275px-Ashfield_train_station.jpg

Ashfield railway station west of Sydney. It is hard to see in this image but there is a lit up sign spelling out the station name. As can be seen these two stations differ remarkably. The former is a central terminal for city, suburban and intercity and interstate services. The latter is a suburban station that, while trains stopping there are always suburban, also handles high volumes of through traffic.

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It's funny no one mentioned the seaports; they will be a nice argument...

It will be awesome if we can zone the seaports... what you think about it?

About the streets and public trasportation, in the videos there're already shown a pletora of possibilities: streets, roads, avenues, freeways, buses, trams and trains; what we haven't seen are metros but it's just a matter of time and they will show them.

would be awesome

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