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guitarmatt99

New Strategy Video

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Hi everyone!

The new strategy video #2 was posted on youtube today and I noticed a few differences from video #1.

- Region View was completely different.

- Improved Interface.

- Cities appeared bigger in my opinion and looked a reasonable size.

Whats everybody's thoughts after this video?

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This is the first video to increase my view of the game since the vids on the Glassbox engine. I like the modular buildings. I like the idea that I can build a central city with all the services, and they can be utilized by neighboring cities. I am relieved that he made clear that disasters could be turned off. I also noticed that the connection to the regional highway was more realistic. I'm still wondering if we can have highways inside our city, and connect to them. Most major metropolis' (in the U.S. at least) have a highway system running through them, and in fact wouldn't function without them.

Things I am still looking to be added/changed:

1. Cities next to each other, to give an appearance of a large metro

2. Highways inside the city with connection ability

3. Regional editing. I'd like the ability to at least set up the inter-city transport, and wouldn't mind having the terrain and resources be editable as well.

4. In lieu of having cities next to each other, having a larger city size. In addition to cities next to each other would be a major bonus.

5. A map view. Yes, data layers over-layed on the sim itself is awesome, but the re-addition of data layers on a map would be better. Now if you really want to do something cool, make the data layers be visible on a regional map.

My $0.02

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I saw the video and noticed that now the cities look more like Medium tiles of SC4, but perhaps it's just me.

In hindsight, all the recent screenshots released were from the strategy video.

I too noticed a slight enhancement on the interfaces.

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Making random disasters optional is a good move on Maxis' part, I never was a fan of 'forced' disasters in any game. Furthermore, it seems that you can manually control who has access to your region and give them control of a city on the fly, which is pretty cool. Cities do seem to look a bit bigger than I remember from previous screenshots/videos, although I'd still wish the tiles would be bigger, 3x3 would be a preferable alternative if 4x4 is a no-go.

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Also did you see in region highways are no longer at grade interchanges. We now have proper exit ramps. Small stuff like this reminds me Maxis is listening. ( just noticed meteors now deform the terrain

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  • Original Poster
  • This is the first video to increase my view of the game since the vids on the Glassbox engine. I like the modular buildings. I like the idea that I can build a central city with all the services, and they can be utilized by neighboring cities. I am relieved that he made clear that disasters could be turned off. I also noticed that the connection to the regional highway was more realistic. I'm still wondering if we can have highways inside our city, and connect to them. Most major metropolis' (in the U.S. at least) have a highway system running through them, and in fact wouldn't function without them.

    Things I am still looking to be added/changed:

    1. Cities next to each other, to give an appearance of a large metro

    2. Highways inside the city with connection ability

    3. Regional editing. I'd like the ability to at least set up the inter-city transport, and wouldn't mind having the terrain and resources be editable as well.

    4. In lieu of having cities next to each other, having a larger city size. In addition to cities next to each other would be a major bonus.

    5. A map view. Yes, data layers over-layed on the sim itself is awesome, but the re-addition of data layers on a map would be better. Now if you really want to do something cool, make the data layers be visible on a regional map.

    My $0.02

    Data Layers on regional view would be a great idea! I always thought instead of terraforming each bit of land why not terraform regional and them invest money to make further changes in cities! It would make sense, with cities being small having modules on buildings was a great feature to add, it will make the simulation deeper and more realistic, in real life if the police station is too small you dont knock it down and build a new one!

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    From my own look at this new video, I am also glad they are fixing the intersection, taking them from intersections to interchanges. However, one thing still bugs me. The LARGE spaces that still exists between cities. Seeing that we can claim additional tiles our own, is kinda a first step if we were even given the opinion to make larger cities. What I mean is that if we wanted to make larger cities, the first thing we would have to do is claim a tile as a part of the city we want to expand. This opinion of claiming the tile is kinda like a first step in a process of making a larger city, if given that ability. Still, there are things after that "claiming process" that would still have to be done in order for this feature to work. I would not think that implementing those additional features(putting tiles closer together for a start) would not be hard, but then again, I am no game developer.

    I want to also say that the tiles do look a little bit larger, but I am not sure if that could be of the camera angle. In all tho, it's still far, in my eyes of ever being acceptable for me to play , but that interchange is a start.

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    Right time to take another look at the video again at the micro-details

    However my initial thoughts reflect the comments from people above so I won't go and repeat them.

    But the regional play caught my interest - bugger if you have a player that either has Nuclear City or a Drug Crime Ridden den and it all comes your way (apparent drift I see)...

    Awaiting next Strategy Video - but am cautiously optimistic and probably will go purchase the game from the US (as I am not paying $109 in New Zealand Dollars with the exchange rate at US$0.85 to the dollar)

    Right time to take another look at the video again at the micro-details

    However my initial thoughts reflect the comments from people above so I won't go and repeat them.

    But the regional play caught my interest - bugger if you have a player that either has Nuclear City or a Drug Crime Ridden den and it all comes your way (apparent drift I see)...

    Awaiting next Strategy Video - but am cautiously optimistic and probably will go purchase the game from the US (as I am not paying $109 in New Zealand Dollars with the exchange rate at US$0.85 to the dollar)

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    Wow ... that's what I call reality. Build two hotels and the city's energy goes to space.

    Maybe it's because of the illuminated signs. who knows!

    Wait ... buy power from whom, when in multi. And if the seller turns off the key ... I'm in the dark?

    The more I see ... I see less!

    In time: it seems that O.Q. was mistaken when he said that the sims simcity would walk many blocks before want to use a car!

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    I don't quite think that building two hotels would send a normal city into darkness, it was done to demonstrate how power flows from one city to the other. Which, to me, looks like its done really well, especially the data later in region view that shows the power flowing from one city to the other. Neighbour deals were something that I could never really figure out in SC4, it looks a lot more streamlined in this simcity.

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    I just assumed that the city was near capacity beforehand and that the casino hotels consumed a ton of energy.

    The video certainly makes things look more promising.

    --Ocram

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    No surprises for me. The one thing that shows they're not COMPLETELY tone-deaf to what people want was the mentioning of turning off random disasters. That's the first actual confirmation of that I've heard. They've got a lot more to fix.

    And the casinos and police station are ugly in my opinion. Modders needed STAT! (assuming they can actually add buildings to the game...)

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    For the most part, I think it's shaping up to be a decent game. I like how the cities are more connected and how the simulation is much more alive rather than abstract (sims go shopping to the hospital etc). That empty space between cities though is a killer for me. I want to build a metro area and those gaps complete kill that prospect. Why can't they just drop in a standard grid of tiles and let the player choose whether to start a city or a project on any given space. If cities can be built right next to each other, especially since you can see one from inside the other, than the smaller tile size won't matter as much. I just can't see building a dense "Downtown" with skyscrapers when only a block or two away is undeveloped grassland.

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    In response to everyone else, you guys are all right. I dislike the idea of spaces and gaps between cities. It didn't feel realistic because in that video he had a city of 1,000 people but in SC4 that easily would of been 10,000 or 12,000 I want to be able to build small cities that morph into huge areas. I also hope you increase my a drastic amount the space I can build. I want to use RHW and special roads like mod teams have made for Sim City 4.

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    I found the video really enlightening (esp. as I paused it to read the info. from the interface).

    - I think I'm okay w/ each city having the number of possible sims drastically reduced. B/c each sim's presence is more meaningful.

    - Maybe I'm confused, but it seems like resource sharing is much more of an automatic thing. Power appeared to be automatically offered when the coal plant was built. But I paused the video while he was building the police tower and the interface seemed to have an option for offering police coverage for other cities, to make money. Maybe it's a combo automatic sharing and planned sharing?

    - I wonder what happens if you share a region w/ someone who decides to take a long sabbatical from the game. If the region is yours, I wonder if the game will let you re-claim their city. Like a hostile takeover.

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    I found the video really enlightening (esp. as I paused it to read the info. from the interface).

    - I think I'm okay w/ each city having the number of possible sims drastically reduced. B/c each sim's presence is more meaningful.

    - Maybe I'm confused, but it seems like resource sharing is much more of an automatic thing. Power appeared to be automatically offered when the coal plant was built. But I paused the video while he was building the police tower and the interface seemed to have an option for offering police coverage for other cities, to make money. Maybe it's a combo automatic sharing and planned sharing?

    - I wonder what happens if you share a region w/ someone who decides to take a long sabbatical from the game. If the region is yours, I wonder if the game will let you re-claim their city. Like a hostile takeover.

    In one video one guy said players can abondon their cities and leave it up for other players to claim.

    I would guess resource sharing is only automatic between cities you own.

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    One Developer on the official Forum stated that the population number of 1090 wasn't correct. The green areas between buildings was probably due to gaming skills another dev has said and his city doesn't look so greenish inner-city. So these points are not really concerns.

    I also think the cities are looking bigger then what we saw before. I just don't understand why Maxis isn't going to make a real SC4-Style region. There just need do be an pop-up where the player needs to confirm the roads the neighboring city wants to lay out to connect the cities. It would also enhance the 'Work Together' maxime Maxis is pushing. What we have seen so far is looking quit good in my opinion. It's new and feels maybe a little bit uncomfortable with all the changes but when you look at SC without comparing it to SC4 this game could really be fun except this small separated towns. This just bothers me (and is also Off-topic, sorry)

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    I found the video really enlightening (esp. as I paused it to read the info. from the interface).

    - I think I'm okay w/ each city having the number of possible sims drastically reduced. B/c each sim's presence is more meaningful.

    - Maybe I'm confused, but it seems like resource sharing is much more of an automatic thing. Power appeared to be automatically offered when the coal plant was built. But I paused the video while he was building the police tower and the interface seemed to have an option for offering police coverage for other cities, to make money. Maybe it's a combo automatic sharing and planned sharing?

    - I wonder what happens if you share a region w/ someone who decides to take a long sabbatical from the game. If the region is yours, I wonder if the game will let you re-claim their city. Like a hostile takeover.

    In one video one guy said players can abondon their cities and leave it up for other players to claim.

    I would guess resource sharing is only automatic between cities you own.

    I'm sure players can voluntarily abandon or give up their city. But what about players who just don't come back for awhile (or start messing up your region w/ their city)? Would a player be able to revoke another's mayor privileges if they owned the region?

    It might change how willing I'd be to share my region if I couldn't kick people out who would maliciously mess things up (i.e. trolls). Or can players control more than one region? Maybe one to play by themselves and another w/ others.

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    It looks like it is very quick and pain free to cross between cities in the region and the city sizes look about right in my opinion. But I was hoping for more cities in the region, it looks like you only have 4 cities + 1 Great Work per region to work with.

    There seems to be lots of mods on the 'plopables' well a lot more than I expected which I'm really excited to play with.

    But I think a big one which will calm down a lot of people ranting about the multi play is they have really shown that we have control over our regions in the way we choose who to play with or keep it all to ourselves.

    Hoping they show us the university research capability's and the mining of raw metals soon!!!!!

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    I hate to admit it, but the game actually looks like it is fun. Despite the fact that it has tiny tiles, and the tiles aren't next to each other, and you can't create your own terrain, and you can't build subways.

    Ohh come on, when first Simcity4 came on, it has not have El Train or avenue or one way road or deluxe police station or ... and I am sure people said that "simcity3000 was better, we want simcity3000 bla bla bla. These features came from deluxe and rush hour packs. I am sure that maxis will create a couple of expansion packs for SimCity in future.

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    Ohh come on, when first Simcity4 came on, it has not have El Train or avenue or one way road or deluxe police station or ... and I am sure people said that "simcity3000 was better, we want simcity3000 bla bla bla. These features came from deluxe and rush hour packs. I am sure that maxis will create a couple of expansion packs for SimCity in future.

    Which is a problem. Make the game with all the appropriate features. I am worried that they are making the game so it CAN't support contiguous cities. Why throw that into an expansion pack when it could easily be done with the first go round. My guess is that it can't be easily done for whatever reason which I find distressing.

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