I think it is good to create these type of passenger roles which all have different set of rules.įor cargo the only thing that is important is money (costprice). You will have workers who only go to work, you have business man who travel a lot further for business and you have tourist who generally are willing to travel a lot longer. – Performance was and still is a big issue in train fever this is not acceptable. – Profit and gemeplay model should encourage use of railroad tracks by multiple lines. Longer distances between cities so it is more realistic. Just a list of things that are important for me: In my opinion anything what would allow Transport Fever to become actual simulation instead of just virtual model railroad is welcomed. If not the chance of having disaster could slightly increase.īut it’s just me, maybe that is not what most players want. Airport would have to be upgraded to cater to increased air traffic (radars, more airstrips). The same with other means of transportation. For example after some time train would have to roll into maintenance yard and get things checked up. It could be also nice occasion to add some depth. Also even Railroad Tycoon 2 had accidents (especially in old engines) and even wild west style robberies. As you said, it is just sadly part of life. Pilot may successfully land even if plane is badly damaged (Aloha Airlines Flight 243) or without fuel (Aloha Airlines Flight 243). Also dangerous situation does not have to end in disaster. It is a shame you got jumped because idea is sound and brings some life to rather static game. TransportfeverNET site is brilliant and people uploading there are geniuses but Steam Workshop is much better way to spread mods. traffic (cars) would halt and wait for things to clear as well. You would just have to replace said vehicles.ĥ- What about other traffic- Well for the duration of 30 seconds all trains on the line that are with in 1 signal away should be stopped. The crews and emergency staff just fade away. Train gets lifted on tracks or the damage is cleared. Crane trains, emergency vehicles, would appear on and around the train, say take up would be all of 30 seconds. ) Truck or bus crashes.Ĥ- How would this situation remedy it’s self? – Same idea as I have been posting. boats sinking or oil spill, planes crashing (inanimate objects crashing is fine, what I’m not fine with would be bodies laying all about. make this an option for all players to turn on or off.ģ-Impact?- financial impact of course. with the idea that us Americans only like seeing things blow up. (this would be a reason for investing or researching positive train control) Trains jumping tracks from speeding.Ģ- How would you control this. Train brakes fail, switches freeze over, Engineer not paying attention to signals. There are plenty of reasons for accidents.ġ- They happen. Though the Dev’s commented stating that it’s a reality. Shots got fired… apparently I’m an American and the only thing we like seeing were explosions. I think we will see much more with the workshop!Īccidents I put the idea in for the first TF. There are serious gaps in both European and American locomotives. I was sad to see that there are just not many american locomotives. mods will be kept up to date more often, and not to mention I think it would help to create a large modding base. I think with the integration of steamworkshop. Moreover, feedback and input is very motivating for the team and everybody here is looking forward to hear what you think! how to create a dynamic curved train station (will be possible with the new modding features) or how to create your own mission or even campaign.Īt Urban Games, we understand listening to the community and trying to find out what players really want as an essential part of our work. □Įxamples may also include modding topics like e.g. As opposed to Train Fever, in Transport Fever roads can also be built across tracks. We may demonstrate the track construction tools in detail, including switches, crossings, crossovers, multi-track connections, parallel tracks, catenary, bridges and tunnels. In a series of video blogs we will also show some of these features with actual gameplay footage. Topics include the construction tools, vehicles, stations, industries, towns, the campaign, the extensive modding support and much more. Therefore, in regular blog updates most of the core features of Transport Fever will be demonstrated and explained. Until then, we invite the community to share their thoughts and opinion about the game. Transport Fever is scheduled for release in fall 2016.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |