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BadPeanut

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So I've said it before and I know it has also been addressed in a dev q+a of sorts, and that is editable intersections.

It was an interesting response of "people should maximize the efficiency of their roads and they won't need to edit intersections" or something along those lines..

I think it should still be taken under review for a post release thing - I would totally pay for it! (DLC) I think it would be something that wouldn't be able to be modded by the community as it would be a deeply integrated part of the roads system.

So I would have intersections drawn as default and leave them how the unity engine draws the pathways between lanes on an intersection. Then if you want to edit a particular intersection that's not functioning to it's optimum efficiency or you want to direct traffic a certain way, then you could select the intersection and it would highlight the nodes of each lane and the pathways between them:

L64tRTt.jpg


(Yes i used cim2 to illustrate this idea)

You could then delete with a bulldoze tool the pathways you didn't want and redraw by click on a start node then a finish node to create a custom intersection like so:

TElIXI6.jpg


You could then also edit which lanes/roads have a yield/stop sign/ red light by clicking on and toggling the nodes. Red for stop, Green for right of way. That way we can have true T intersections where the smaller road intersecting a main road doesn't stop the flow of the main road, and the vehicles only turn when it's safe to do so. Much more like reality, and if you want to have a traffic light intersection you toggle all the nodes so they yield.

Just thought this would really work, especially for on ramps onto the highway. In cim2 I have a 3 lane freeway, with a 2 lane off ramp and only the far right lane of the 3 can deviate off into 2 lanes. You should be able to set the far right to be only off ramp and the middle lane to go ahead or turn off... with a tool like this you would be able to fix that and enhance the way traffic moves around.
 
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charlesnew

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I think something like this could really solve our traffic problems. And for those of you saying that it's a city builder, not a road simulator. One of the biggest parts of building a city are the roads.
 

Yar987

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I think something like this could really solve our traffic problems. And for those of you saying that it's a city builder, not a road simulator. One of the biggest parts of building a city are the roads.

Yep, exactly!

I love to have something like this. It's not required to use by any means, but there if you want to tweak it. This, and the ability to make roads without traffic lights.
 

Bjorn0305

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I would love this to help solve traffic flow.

This would have been great in CIM2. Had to work around it by building wider sections of roads near intersections and playing with angles... This would have been so much better especially as it would not have resulted in the destruction of adjacent buildings.
 

redjericho3

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I think the developers said they don't want this because it goes down to a level of micro-management that is a little too much for the scope of this game. The game has micro-management, but this is a little too "micro" for them.

Also, as a programmer speaking from a development perspective, it would (very likely) be a LOT of work to modify streets like that. Honestly to the point where you would probably be choosing between roads like these or something like day/night cycles and season cycles.
 

Sotrax

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Well, that it needs a lot of work to implement is not an argument for me.
And, even if it's a lot of micromanagement, it's not a forced, it's additional micromanagement. If you don't want to manage, don't do it. But the possibility is there. That's what counts, nothing else.
Road customisation is (from my point of view) a must have for a city builder, because roads are one of the main basics of every city. Traffic and accessibility defines if a part of the city is attractive or not.
 

Lord Canterbury

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One of the biggest parts of building a city are the roads.

Ah The motto of Urban Planners... destroying neighbourhoods since 1951.

Generally I'm not a fan of DLC, but this would be an ideal candidate for one. Its too detailed to focus on for the base game, but the roadphilic grognards would love to pay for this... and those who see it as micromanagement can happily ignore it without feeling like they are missing out.
 

redjericho3

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Ah The motto of Urban Planners... destroying neighbourhoods since 1951.

Generally I'm not a fan of DLC, but this would be an ideal candidate for one. Its too detailed to focus on for the base game, but the roadphilic grognards would love to pay for this... and those who see it as micromanagement can happily ignore it without feeling like they are missing out.

The problem is that CO makes much more money by spending their time producing DLC that appeals to everybody rather than the smaller subsets.
 

Steve B.

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I think the developers said they don't want this because it goes down to a level of micro-management that is a little too much for the scope of this game. The game has micro-management, but this is a little too "micro" for them.

Also, as a programmer speaking from a development perspective, it would (very likely) be a LOT of work to modify streets like that. Honestly to the point where you would probably be choosing between roads like these or something like day/night cycles and season cycles.

Yeah that is what they said; but I don't think you should have to do it on all roads. Leave the roads the way they are generating traffic lights wherever there is a multilane road intersection, but allow us to bulldoze lights where we don't want them. I'm no programmer, but I don't think making traffic lights "bulldozable" would be all that difficult.

As for the extra turning lanes at busy intersections, I'm sure that if CO doesn't develop them modders will. Look at what they did with the NAM in SC4.