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20 PositiveAbout WhereisSC5?
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Your Questions for Maxis (for March-April 2012)
WhereisSC5? replied to Kevin's topic in SimCity (2013) General Discussion
Q: Will development occur as in SC4, with population moving towards urbanization, or will the population spread out a bit more as in real life? Q: Will time progression start in the present day, like SC4, and only bring about the growth of ones city, or will it start in the past (1800s/1900s) and cause the progression of ones city as well as technology and abilities available to the mayor? Q: Will transport networks get maintenance facilities and workers (EG Snow Plow shed, Roundhouse for railroads)? Q: Will networks be able to be elevated/graded realistically and freely? Q: How will airports/seaports be handled? Will they be zone-able or ploppable? Q: Will some services (hospitals, railroads, buses) be able to be commercialized? Q: Will we see rail networks increase efficiency with density (more tracks=faster/smoother traffic)? Q: Will we see a large diversity of transportation methods/networks and an accurate traffic simulator? Q: Will traffic be variable on certain days (if there's a big game, will we see downtown traffic spike)? Q: Will we see a large plethora of disasters larger than the disasters of any other Simcity game? Is it possible to include war scenarios and responses as disasters? Wow. I think I may have overdone all of that. -
Your Questions for Maxis (for March-April 2012)
WhereisSC5? replied to Kevin's topic in SimCity (2013) General Discussion
Q: Will development occur as in SC4, with population moving towards urbanization, or will the population spread out a bit more as in real life? Q: Will time progression start in the present day, like SC4, and only bring about the growth of ones city, or will it start in the past (1800s/1900s) and cause the progression of ones city as well as technology and abilities available to the mayor? Q: Will transport networks get maintenance facilities and workers? Q: Will non-road networks be able to be elevated/graded realistically and freely? Q: How will airports/seaports be handled? Will they be zone-able or ploppable -
SimCity: Wishlists
WhereisSC5? replied to VeritaScientia's topic in SimCity (2013) General Discussion
I want to see the ability to double-zone (put zones on top of other zones). Imagine how cool that would be-if you were to zone residential over commercial, you could get lofts over a strip mall; commercial over industrial would bring you a software programming facility (or possibly a candy shop that makes and sells its own candy); and residential over industrial results in a large factory or mine surrounded by worker's residences. Im not entirely sure how the specifics of this would work, though, so that'd have to be figured out. But I have no doubt that it would be pretty cool -
Slopes, my biggest frustration in SC4, and how I hope SC5 will be different
WhereisSC5? replied to tSlater's topic in SimCity (2013) General Discussion
I personally think that transport networks should only confirm to slopes of the smallest degree. Otherwise, they will be built in either underground or elevated networks. Elevation should also be completely adjustable. -
Disasters in SimCity (2013)
WhereisSC5? replied to The_City_Builder's topic in SimCity (2013) General Discussion
Personally, I'd really like to see war-based disasters. Sure, a tornado could tear through the center of your city, knocking down or damaging a couple buildings. Imagine how devastating a bombing raid would be, though! To prevent such disasters, one would need at least one military base in their region (more would increase the effectiveness) and they could call on military forces when needed. The troops could then automatically fight on their own. The military units could be deployed anywhere near the battle, though, because they would fight according to their AI; this would keep SC5 a city simulation and not an RTS. Additionally, different kinds of military forces would be kept at different bases, and hold off different attacks: a regular base would hold ground forces, which could repel basic land assaults; a naval base would hold ships, which could repel sea-based invasions and air attacks (to a degree); and airstrips could hold aircraft that would repel any attack. Each base would cost taxpayer money, unless it would be offered to be placed in a city (which could be a possibility). Finally, there could be a chance that the enemy defeats the defenders and attacks a random neighboring city; meanwhile, the mayor has to deal with occupation, which could very interesting and varied on its own. -
But now, the time affects the cash earned. As the workers go to their jobs, they begin to set the cornerstone for earning money by producing goods. Time and money are connected, so what will that mean for us?
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So I was watching a video on how the simulation of jobs are done via agents. It seemed really interesting to me and gave me high hopes for SC5. However, this brought 2 topics to my mind: Jobs How exactly ARE jobs handled? It says that (invisible) agents are sent from factories to houses to get jobs. Will other industries do this too? What about commercial zones? What about structures built by the mayor him/herself? And in reference to the jobs themselves, are they consistent? Do sims keep their same jobs over time? Or do the agents from the employers seek out random units/individuals? Time How exactly will time be handled in the game? Will it move in rapid increments as it has done in the past? Or will it move slowly, hour by hour, to keep the movement of agents to pace? In the video I saw, it said that the agents to find jobs were sent at 6 AM. Does this mean that the clock in SC5 will run slower to keep track of hourly time? How will this affect the pace of the game? Will cities develop slower as a result? (Keep in mind, I'm not looking for legitimate information, just speculative answers)
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I thought this discussion was on resources? Speaking of which, anyone knows what (would/could/should) happen when a full region would run out of resources completely (in every single tile)?
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Post pictures of things you want to see in game.
WhereisSC5? replied to Nevets13's topic in SimCity (2013) General Discussion
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I personally think that, instead of being able to build landmarks, unique buildings will occasionally be built in zones and those will become landmarks over time (though they won't have to be paid for). Alternatively, perhaps the mayor would be able to simply designate whatever he wanted as a landmark. Big gathering square in the center of town? Landmark. Huge park close to downtown? Landmark. Stadium? Landmark. Random part of the suburbs where the mayor lives? Landmark. Oil refinery in the industrial park? Landmark. The site of a wrecked train? Landmark. The possibilities are endless.
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SimCity: Wishlists
WhereisSC5? replied to VeritaScientia's topic in SimCity (2013) General Discussion
I want to see: -freely variable elevation for all transportation networks -different types of road traffic (EG garbage/goods/commuters, etc) -different types of rail traffic (EG freight/passenger) -different types of rail network (not Elevated/Monorail/Subway but siding/yard track/service track) -ordinances for commercializing various services (EG Buses, Hospitals) -war scenarios as disasters and the ability to deploy a city guard (akin to National Guard in US) -ability for city to generate own landmarks/special areas and ability of mayor to designate them -faded view into neighboring regions (as opposed to an immediate cut-off letting you see deep underground) -a much better region-creating interface/the ability to create entire regions from scratch (which was virtually impossible in SC4 without mods/downloads) And this is in addition to every thing else suggested. -
Can someone possibly turn the PEG-CDKE Rail Fleet into game automata? Perhaps replace the current steam train in the game with the larger one in this download?
