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gaerraty

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I'm really thrilled about this! :)

Cities in Motion 2 easily got first place and dropped the new SimCity on my 'most anticipated games 2013' list.

However, as Bel_Alex already stated, it would be really nice to have new thread for suggestions. I have plenty of them. :)
 

slornie

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Awesome news! :D

I look forward to learning more about the new features, and hopefully getting involved in discussions and community suggestions. :)

Like other people have said, I hope you've solved the issues that prevented diagonal stations, left-side driving, more than five transport types, and all the other little things found during the past 18 months of Cities in Motion!

EDIT: And just in case people haven't noticed, there's a brand new Cities in Motion 2 subforum opened up in the Upcoming Games section!
 
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unmerged(249881)

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Have seen it, but I don´t want to open a new thread for my question.

@CO: I see there are lots of questions about CiM2 as the informations are not very detailed, not only here, also in the german forums. Would it be possible to answer some questions? For exaple from a list we could create. This would be a nice thing :)

Edit: I can't open your link (It worked 10 minutes ago) :confused: I also can't find CiM 2 on the "Upcoming Games" Sub-Forums...
 
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gaerraty

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Forum platform doesn't want to be co-operate. I cannot access CiM2 forums when logged in but if logged out it works normally. Thou, good to know that CiM2 forum is running already. :)
 

co_martsu

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@CO: I see there are lots of questions about CiM2 as the informations are not very detailed, not only here, also in the german forums. Would it be possible to answer some questions? For exaple from a list we could create. This would be a nice thing :)

Edit: I can't open your link (It worked 10 minutes ago) :confused: I also can't find CiM 2 on the "Upcoming Games" Sub-Forums...

Hi,

We are in Cologne, Germany, at the moment presenting Cities in Motion Pre-Alpha demo to the press, so next week I'll be more than happy to discuss the sequel with you guys. I will open a suggestion thread next week also in the new CIM2 subforum. Remember that all the feedback and suggestions are more than welcome! Big thanks to the community for your support :)

Cheers,
Martsu
 

Kayapo

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This is exciting news.

I hope you guys do away with campaign all together. Don`t waste resources with it. Just focus on making a great sandbox game. Stardock is famous for not caring about campaign mode and just focusing on the gameplay.

I hope you guys really focus on things that worked "so so" in 1.

- We need better interface, we need to be able to judge the profitability of our lines, vehicles and how well we are doing.

- The ability to setup salaries and ticket prices as it was done on 1 is pointless and time consuming. Forcing us to open that screen just to adjust it back to make everyone happy and prices white was NOT fun.

Honestly if I was CO i would take out a lot of the things that didn`t add anything to the game and concentrate on brining in more gameplay towards whats important. Managing lines and vehicles. We want to build a mass transit system and we need to see that is works well and know why it works well.

ps. If I was designing this game I would just set vehicles to realistic number of passagers and work on balancing the game from that. Otherwise you are just in that enless loop of people screaming the game is broken because the numbers aren`t realistic and they can`t understand that it is relative to the rest of the game.
 

Bel_Alex

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co_martsu, thank you! I'll wait your thread and, of cource, new information about CiM2. :)
As I understand, economy system CiM2 (with transport capacity, maintenance, consumption and prices on transport, fuel, electricity and so one) already defined? In this case I just will express our thoughts about this, but I'll hope that you're interested in this. :)
 

unmerged(350879)

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This is an interesting announcement.

Compared to the first game I hope these things will be changed:

1. An optimized UI, so it's easier to keep an overview over the current situation.
2. Capacities of the vehicles and overall handling of the traffic - It should be possible to send several lines through the same stations especially with busses and trams. It caused several problems in CiM.
3. diagonal stations
4. changing the layout of the streets (I read, that it will be possible to build special bus lines on the roads, but it should be possible to make small adjustments myself as well)
5. Performance optimzation
 

unmerged(413392)

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Great news :) I just hope that we get the same possibilities for addons and map authors like we have now and nothing gets cut.

Some things i personally hope that will be changed/added
- Combined bus/tram stations.
- Diagonal metro/monorail stations.
- Option to let vehicles wait for others to leave a station in their line for better spacing.
- Ability to lay waypoints for bus and tram lines, like in Traffic Giant, to route your line where you want it, especially if we get Rush Hours and want to avoid high traffic streets.
- Better overall traffic AI. Some maps are plagued by one single crossing that causes chaos and huge traffic jams.
- Addition to the traffic AI: traffic lights!

Some other things I would like to see, but dont think its realizable
- Bus lanes on large streets etc.
- Bus/tram stops with bays.
 

Cartographer29

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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
 
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Michael11

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Can only hope that this time they will have the resources to implement a much needed multicore support into the game engine :(

Also being able to customize the waiting time of vehicles on a specific line at stations so that you can counteract jams as well as subways piling up...
 

wyqtor

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I hope for multicore support, diagonal and customizable metro stations, and as for cities I would pick Shanghai (with Maglev transport network), Rio de Janeiro (with the Sugar Loaf aerial cable car), Moscow (with some new luxury metro station models) and a redone NY. Maybe some EU city too, for example Prague, Budapest, Madrid or Barcelona. Actually these are not my real favorite cities, but I think they would be some of the most popular cities that haven't already been explored in CIM1 + DLCs, or they weren't so well received as the rest in the case of NY.
 
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Barkydog

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With the day and night cycle I would hope we would have the option of providing a system of night buses which run after the normal daytime/evening timetable finishes.

That would make the game realistic since most major cities will have their daytime/evening buses finish running at 11-30pm and will then run a separate night bus timetable from midnight till maybe 6am when normal daytime service is resumed.

What about metro systems closing at midnight for nightly maintenance so people then have to swap to buses if they miss the last metro train home?

With a night bus system you could run it to an hourly or 30 minute frequency and charge a higher or flat rate fare to compete with the Game's AI taxi services.

But if we got rid of helicopters then I would suggest a system of park and ride services instead so some cim's would choose to leave their car at a park and ride site and ride in to the city centre instead.

A system of regular line maintenance would be good so on some scenarios you could have metro track needing maintenance done and you need to provide a replacement bus service to keep people moving.

Also if we had the option of charging a toll to private cars on bridges and tunnels then that could give the player the extra money to subsidise their transport services and they could also provide concessions to CIM pensioners to give them free travel and you could balance that by saying they could travel free on all public transport of you feel generous or if you wanted a basic concession system then they can pay half fare or only travel free on buses or only after 9am or something.

For metro stations a system of ticket gates to cut down on fare dodgers is a good idea to stop people sneaking on trains without payment.
 

unmerged(350879)

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I'd also love to see an option with which I can control the lines in a way that vehicles can't get to close to each other. For example I have a bus line and want always want 2-3 stations between each bus, there should be an option to control simething like that (example: "Wait until next vehicle is at least x stations away to continue")
 

wyqtor

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Also if we had the option of charging a toll to private cars on bridges and tunnels then that could give the player the extra money to subsidise their transport services and they could also provide concessions to CIM pensioners to give them free travel and you could balance that by saying they could travel free on all public transport of you feel generous or if you wanted a basic concession system then they can pay half fare or only travel free on buses or only after 9am or something.

For metro stations a system of ticket gates to cut down on fare dodgers is a good idea to stop people sneaking on trains without payment.

Great suggestions! Maybe also allow the player's company to build tolled expressways, ramps and entrances/exits, and install toll gates on them? It would be really cool if you could also build your own road infrastructure, at least in the newer non-Euro cities that don't have an old town and narrow streets! Also I forgot - one-way roads!