I think it's time to post this thread. Personally, I was very disappointed by CIM2, but I want to be positive and I'd like to think that CIM3 will be a great game thanks to the experience CO gained with the previous title.
Before writing my personal suggestion list, I apologize for my bad english, It's many weeks since I wanted to make this thread but I never find some spare time. Now I found 10 minutes to write it and I won't have time for correcting typos and rewriting whole phrases
Basically my wishlist is split into two parts: the first one is about improving the current features of the CIM serie, the second one is about adding new features: I'd suggest CO to take inspiration from the A-train serie (which, AFAIK, is at dead-end) and implement some of its features.
So here it is:
1) A better algorithm for path-finding of the cims. This is a must. As many users have already written on this forum, a transport simulation game with a bad transportation algorithm can't be a good game. The CIMS must be able to choose the most logical path. Also, if there are different routes that can bring them to the location they are heading to, they will have to bring the vehicle that is available first. This features is so important because it lets the player try different ways, different strategies to the same game. Also, CIMs should generally prefer having jobs and organizing their activity as close as possible to the place where they live.
2) Time-schedule that actually works and makes sense.
3) More architecture variety (different bridges, tunnels, retaining walls, roads, pedestrian paths, different sport fields and stadiums, ecc. ecc.)
4) New class of CIMS: commuters (they spend the daytime in the map and leave it before the end of the day. They can move by car or public transport)
ergo:
5) Inter-cities transportation = connecting the places inside the map with (virtual) adiacent cities outside the map: basically if you bring a line to the edge of the map, it will automatically reach the adiacent city on that side of the map.
ergo:
6) Trains: metropolitan trains and intercity trains
7) Featuring transportation of goods! It can be done in a simple and easy way (I don't want CIM to become a new transport tycoon): just introduce the CONTAINERS (just like in the A-train serie), generic unities of generic goods that are to be moved from place to place (for example, from an harbour to an adiacent city, from a factory to a mall) and that are needed in order to build new objects (buildings, roads, bridges etc.). Containers can be transported by trains or trucks
9) Harbours and Airports (time schedule for flights and ships so you can sync the arrivals and departures of your vehicles with the activity of the harbour/airport)
10) More varied activity of the CIMS. For example, a CiM could be willing to have a walk in the park or go shopping in the high street, they could go visit another city for holidays, need to go to hospital etc.
Before writing my personal suggestion list, I apologize for my bad english, It's many weeks since I wanted to make this thread but I never find some spare time. Now I found 10 minutes to write it and I won't have time for correcting typos and rewriting whole phrases
Basically my wishlist is split into two parts: the first one is about improving the current features of the CIM serie, the second one is about adding new features: I'd suggest CO to take inspiration from the A-train serie (which, AFAIK, is at dead-end) and implement some of its features.
So here it is:
1) A better algorithm for path-finding of the cims. This is a must. As many users have already written on this forum, a transport simulation game with a bad transportation algorithm can't be a good game. The CIMS must be able to choose the most logical path. Also, if there are different routes that can bring them to the location they are heading to, they will have to bring the vehicle that is available first. This features is so important because it lets the player try different ways, different strategies to the same game. Also, CIMs should generally prefer having jobs and organizing their activity as close as possible to the place where they live.
2) Time-schedule that actually works and makes sense.
3) More architecture variety (different bridges, tunnels, retaining walls, roads, pedestrian paths, different sport fields and stadiums, ecc. ecc.)
4) New class of CIMS: commuters (they spend the daytime in the map and leave it before the end of the day. They can move by car or public transport)
ergo:
5) Inter-cities transportation = connecting the places inside the map with (virtual) adiacent cities outside the map: basically if you bring a line to the edge of the map, it will automatically reach the adiacent city on that side of the map.
ergo:
6) Trains: metropolitan trains and intercity trains
7) Featuring transportation of goods! It can be done in a simple and easy way (I don't want CIM to become a new transport tycoon): just introduce the CONTAINERS (just like in the A-train serie), generic unities of generic goods that are to be moved from place to place (for example, from an harbour to an adiacent city, from a factory to a mall) and that are needed in order to build new objects (buildings, roads, bridges etc.). Containers can be transported by trains or trucks
9) Harbours and Airports (time schedule for flights and ships so you can sync the arrivals and departures of your vehicles with the activity of the harbour/airport)
10) More varied activity of the CIMS. For example, a CiM could be willing to have a walk in the park or go shopping in the high street, they could go visit another city for holidays, need to go to hospital etc.