While many people have their wants and needs, I would like to take an urban transportation and planning apprentice aspect to this game. This is my list for things I would like to see ...
1 - Ability to construct single tracks for both metro and tram. Having double track loops and junctions which allows all movements is wasted cost and resources. Having the ability to tweak these to build single-track loops, passing sidings, reversing switches (for double-ended vehicles) and everything in between (think express and local tracks) adds to the complexity and challenge when building a system designed to succeed.
2 - Ability to institute waypoints when creating routes. It's frustrating when bus routes pick the shortest path between two stops, which may actually be the worst thing for it. By allowing full freedom in routing vehicles, you could avoid a congested traffic area, take the nearby bridge over a railway rather than a level crossing to improve reliability of service, or make designing bus terminals easier so as to not have routes overlapping one another (leading to traffic jams).
3 - When "starting" a long line that has only 2 buses for example, having them start at opposing ends of the line is far better than having them start one stop after the other. This leads to frustrated AI customers, imbalanced loads, possibly one profitable bus and one unprofitable bus, and frustrated players who want the service to run as they want it to.
4 - Service depots/garages. With the impending logic of having rush hour services and a day/night cycle, it seems fitting that these routes would have vehicles come into/out of a garage on a schedule. So why not let us build a garage to store and manage our fleet? Garages could be built bare minimum (fuel, repair) to the grandiose (shelter, cleaning, fuel, repair, repaint, body shop, wash bay). It'd be even better if it could be customized (fully indoors or outdoors) and if the later, be able to see the yard full at night, and empty during rush hour.
5 - Ability to build onto existing tracks or stations. Currently, if you want a bigger metro station, you have to remove the routes that service it, bulldoze it, then rebuild it bigger. Why not allow us to expand existing stations?
6 - This one might not sit well with many players, but show construction progress. If I want to have something built overnight, I'm going to pay a lot for it. But if I want it to take a few weeks, then costs are reduced. Seeing something (like metro tracks or tram lines) in the process of being built would be very neat to see. This could also include random issues as well, such as encountering an underground river while a metro station is under construction (raising costs).
7 - Ability to lengthen or shorten metro trains based on current fleet available. If I'm running (for example) 5 minute service on a short line with full-length 6-car trains, that's not very economical. But if I can manage the loads perfectly with 2-car trains every 5 minutes, then why not allow that? If service becomes strained, allow the user to adjust the service level or expand the trainset.
8 - As much as the community has made these improvements, having available both elevated and underground construction options for trams is critical. It gives that much more flexibility when building systems, and it doesn't keep the players handcuffed when they can only lay tracks on the surface.
9 - On multiple-lane roads (4-lanes and wider), allow for various forms of constructing tram tracks. Some players like the tracks in the curb lane, others in the middle lane. If so, allow stops for tracks in the middle lane to be wide open (blocking traffic while customers board) or with a safety island between lanes. Or, for a higher cost, why not give us the option to build a private right-of-way if the road is wide enough to support it? The added costs for construction would be the result of taking away car lanes, but could be worth the cost. Traffic may also get worse in the area as a result, but that's for the player to determine if it's worth the risk.
10 - Have the option to install traffic signals at intersections. Each map could have some intersections already signalled with all others using stop signs, but adding this feature (for a cost) could help improve traffic/transit flow, again, if the player wishes to pay the cost of the installation.
11 - Helicopters should not be part of the new game. I'm sorry, but I've only built a helicopter line once and that was to scratch off an achievement.
12 - Regardless of region, all construction options (bus, tram, trolley coach, metro, ...) should be available.
13 - Commuter Rail could be a new mode to introduce. Trains would run on the same tracks (or seperate, where space allows construction by the player) as the AI trains, which would represent long-distance trains. Players could build their own stations, or use existing terminals in the game (for a "usage fee" based on either the number of trains or number of passengers, whatever the player wishes to agree upon). But ultimately, the player would have to contend with "traffic problems" (i.e. the more successful your city, the more long distance trains would run, the more congestion your commuter trains have to deal with).
14 - Buses should be permitted to change lanes and pass one another. If an empty bus catches up to a slowed-down bus which is either broken down or carrying a full load, it should pass it to help out. This form of operation sometimes known as "leap frogging". Trams, it's obvious why they can't pass OR change lanes, but with a bus, the reason it's so cheap and attractive around the world is the flexibility to get around problems and slow-downs. Trolleybuses could change lanes too, but not be able pass one another.
Everything else that would be nice to see has been covered previously by other players. While I'm not getting my hopes up just yet, I would like to see screen shots sooner rather than later.
- Josh
Tram operator and (former) Urban Planner
Toronto, Ontario, Canada