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Goldiva

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Aug 22, 2014
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Pedestrian Transport System Is The Future

I'm okay with bus, train, subway, airport, cargo port only at launch, as long as there's concrete confirmation of ASAP expansion/DLC of ferries, trams, bicycle lane.

My biggest thing is PEDESTRIAN transport system - beyond standard sidewalks and pedestrian-accessible plazas, beyond the smaller pedestrian "trails" for parks. I'm referring to SimCity2013 and CitiesXL kind of complete pedestrian road system with overpass, underpass, and above water bridges (concrete/ stilt/ boardwalk).

SKYBRIDGE - a very specific kind of bridge that directly transport "passengers" building to building. Design wise, drag-a-bridge that "penetrates" buildings on both ends from any floor. Functions like a "road", and effectively turning the entire connected building/ block into an overpass or plaza buzzing with human traffic.

STAIRS & ESCALATORS - the most overlooked passenger "transport network"
  • Slope-conforming stairs, extendable, complete with sims stair-climbing animation, will be super super sexy.
  • Escalators, fixed angle but extendable, are standard outdoor human-transporting vehicle in all modern cities. What is a modern plaza without escalators?
More rustic wooden or stone slate stairs can easily be modded as long as we have a "base stair" with basic extendability and corresponding sim climbing animation.

Imagine, just imagine the possibilities of pedestrian bridges with the addition of stairs and escalators! Imagine stairs connecting ground level sidewalk to canal ferry docks! :)

Speaking of ferries... or WATER transport

I'm confident it is a matter of time or expansion pack to get passenger ferries in C:SL. CiM ferries are called water buses. I'd like to have at least 2 tiers/capacity: water busses and smaller WATER TAXIS (30 to 40 pax), each with their own main terminal building. There should also be small-footprint local water taxi docks/piers that fit nicely into canals.

Tourist boats could probably be modded from water taxis, but I won't complain if they come ready at launch.

I also like the idea of passenger+vehicle ferries. Bridges and underwater tunnels can be expensive and tend to have large foot print. Good to have alternatives anyway.

In the longer run, a cruise liner "regional" terminal would be nice. Other non-transport but industry-impacting water vehicle spawning buildings, yacht club, fishing ports would be nice too, but stuff for the another topic.
 

FourWinds

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No, co_martsu was changing the subject, to avoid talking about the subject of this thread; public transport!

He/she (no idea) replied to a post that had in it, "the ability to label main highways."

Look man, I think given CO's game portfolio, as long as the game is any sort of success, you can bet on DLC that will add a level of public transport addition and manipulation that approaches their other games; you just can't expect 2 games in 1 at launch. I suspect that most of the cool 'blue sky' ideas in this thread will be considered by CO for some DLC they'll be thinking about working on a year from now if things go very quickly.

Bro, all this 'there must be trams' and 'metros must work under and over' yeah sure, it's all good stuff, but I can't see us getting everything we have dreamed of in a city builder for over a decade in the release of this game. Myself, I'm pleased that CO are making it, as at least I know they will be able to do the whole transport thing in time. I don't even like trams man, well the SF ones are cool I guess.
 

AshleyTayles

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That post was not in this thread! This thread is labeled 'Public Transport' and all the posts are on that subject.

http://forum.paradoxplaza.com/forum...ort-System&p=17960069&viewfull=1#post17960069

God knows that I am lobbying for things not already announced (underground roads, the ability to label main highways), but, in my opinion, I can't stand it when people sound like they are blackmailing the Devs if people don't get their pet project implemented, as in, "I will not buy the game if...."

Just kinds of crosses the line from being a helpful advocate to being a spoilsport. Again, just my opinion.

I'm afraid you are wrong, now relax and take some deep breaths.
 

unmerged(402727)

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Thanks AshleyTayles. This is an example of someone so singularly focused that they often miss the wider picture.

It is great news though that perhaps we may get some labeling, which in my mind helps public transport because often stops for trains and busses are named after street names and/or buildings. Labeling helps organize your public transport into understandable pieces of information.
 

Norfolk_Chris

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Thanks AshleyTayles. This is an example of someone so singularly focused that they often miss the wider picture.

It is great news though that perhaps we may get some labeling, which in my mind helps public transport because often stops for trains and busses are named after street names and/or buildings. Labeling helps organize your public transport into understandable pieces of information.
I apologise to co_martsu!

It was matthewsrg who was changing the subject.

As I will not be buying this game I am now leaving this forum, bye-bye. :)
 

Baro

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It seems very strange a line of games developed almost primarily around trams would suddenly cut trams as an option. I guess it will come later as DLC? I hope?
 

Philemon1976

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It is great news though that perhaps we may get some labeling, which in my mind helps public transport because often stops for trains and busses are named after street names and/or buildings. Labeling helps organize your public transport into understandable pieces of information.
Amen to that! And furthermore:
It helps giving your city a personal touch and you can tell your citys personal history by that.
I really love the idea of personalizing your city in that way and I'm so happy that CO is listening to that wish.
 

AshleyTayles

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Amen to that! And furthermore:
It helps giving your city a personal touch and you can tell your citys personal history by that.
I really love the idea of personalizing your city in that way and I'm so happy that CO is listening to that wish.

Agreed, I would spend ages naming things in my OpenTTD world. Also, the idea of being able to name roads and highways is a good one. Playing SC4 and CiM2, I would name them in my head, but being able to name a road "new street" and then when I build a bus station its named "new street bus station" and then build a hospital and its called "new street hospital" would make me tingle :eek:o
 

Philemon1976

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Agreed, I would spend ages naming things in my OpenTTD world. Also, the idea of being able to name roads and highways is a good one. Playing SC4 and CiM2, I would name them in my head, but being able to name a road "new street" and then when I build a bus station its named "new street bus station" and then build a hospital and its called "new street hospital" would make me tingle :eek:o

I see we are "d'accord" at that issue.
Just wondering how it could be visually realized.
SC4 had the Streetnames along the street. that would be useful (with a function to switch it on/off for screenshots for example), but how about stations and highways?
I felt sorry for the visual poverty at detail in CiM2, where you could name stations, but there was no sign, just in the menu. but that would be too complex, I think. (note to self: dont get to greedy with your wishes ;-))
I'm curious about the realization at last (and the mobbing possibillities...)
 

unmerged(402727)

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I see we are "d'accord" at that issue.
Just wondering how it could be visually realized.
SC4 had the Streetnames along the street. that would be useful (with a function to switch it on/off for screenshots for example), but how about stations and highways?
I felt sorry for the visual poverty at detail in CiM2, where you could name stations, but there was no sign, just in the menu. but that would be too complex, I think. (note to self: dont get to greedy with your wishes ;-))
I'm curious about the realization at last (and the mobbing possibillities...)


"visual poverty", That is a great summation in Cim2 that I, too, hope we could avoid in Cities: Skylines.

I like the idea of a toggle on/off switch. But my hope for labeling would be like a simple watermark that you could affix on a certain neighborhood, highway or main avenue. Even something as simple as a stylized text box that would hover over an area whenever you pull out for the farthest camera view. Or even like a google map.
 

Goldiva

Second Lieutenant
Aug 22, 2014
132
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But my hope for labeling would be like a simple watermark that you could affix on a certain neighborhood, highway or main avenue. Even something as simple as a stylized text box that would hover over an area whenever you pull out for the farthest camera view. Or even like a google map.

Baidu map style or Bing map style... Hotkey toggle on/off.

lMQ970t.jpg


Bing-3D-Maps-update.jpg
 

Joe The Dragon

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I'm okay with bus, train, subway, airport, cargo port only at launch, as long as there's concrete confirmation of ASAP expansion/DLC of ferries, trams, bicycle lane.

My biggest thing is PEDESTRIAN transport system - beyond standard sidewalks and pedestrian-accessible plazas, beyond the smaller pedestrian "trails" for parks. I'm referring to SimCity2013 and CitiesXL kind of complete pedestrian road system with overpass, underpass, and above water bridges (concrete/ stilt/ boardwalk).

SKYBRIDGE - a very specific kind of bridge that directly transport "passengers" building to building. Design wise, drag-a-bridge that "penetrates" buildings on both ends from any floor. Functions like a "road", and effectively turning the entire connected building/ block into an overpass or plaza buzzing with human traffic.

STAIRS & ESCALATORS - the most overlooked passenger "transport network"
  • Slope-conforming stairs, extendable, complete with sims stair-climbing animation, will be super super sexy.
  • Escalators, fixed angle but extendable, are standard outdoor human-transporting vehicle in all modern cities. What is a modern plaza without escalators?
More rustic wooden or stone slate stairs can easily be modded as long as we have a "base stair" with basic extendability and corresponding sim climbing animation.

Imagine, just imagine the possibilities of pedestrian bridges with the addition of stairs and escalators! Imagine stairs connecting ground level sidewalk to canal ferry docks! :)

Speaking of ferries... or WATER transport

I'm confident it is a matter of time or expansion pack to get passenger ferries in C:SL. CiM ferries are called water buses. I'd like to have at least 2 tiers/capacity: water busses and smaller WATER TAXIS (30 to 40 pax), each with their own main terminal building. There should also be small-footprint local water taxi docks/piers that fit nicely into canals.

Tourist boats could probably be modded from water taxis, but I won't complain if they come ready at launch.

I also like the idea of passenger+vehicle ferries. Bridges and underwater tunnels can be expensive and tend to have large foot print. Good to have alternatives anyway.

In the longer run, a cruise liner "regional" terminal would be nice. Other non-transport but industry-impacting water vehicle spawning buildings, yacht club, fishing ports would be nice too, but stuff for the another topic.

this as well https://en.wikipedia.org/wiki/PATH_(Toronto)
 

Greenslade

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Rather than specifically "underground" transportation networks, be they metro, road, rail, pedestrian etc, it would be nice if transportation was simply surface-agnostic like it is in CiM2.

A PATH system looks as if it will require the ability to zone underground areas for development, and I could see that being super amazingly cool, but also rather more work than we could expect CO to reasonably put in.
 

Sotrax

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Well, I thought a bit about this matter, since public transportation is my main focus and I really want a little bit to fiddle around.

So, my first thought is about - no radii. Never - ever. Nice simplification, but unrealistic and one of the worst solution. Pathfinding by travel time and price would be the most sensible solution. Travel time is the most important thing, but the money plays a role as well. Maybe with a mileage allowance. For example, if the public transport is cheaper by 20% compared to the own car, the travel time could be 50% longer that with the own car and the CIMs would use the public transport. Something like that, but no radii!

Well, another thing I thought about is the vehicles. I don't want to see always the same vehicle. A little bit difference would be nice. If I can choose the vehicle for the line, not as deep as in Cities in Motion, but in an easier way. I thought about something like - I can use cheap volvos with low upkeep, but there have a low capacity and the stops residence time is longer, or I can use expensive double decker with very high capacity for highly used lines. I want to see a difference on the street and I want to take influence.

Also I wish that the city would give me some limitations. As a busdriver in Berlin, which has one of the densest bus networks of the world, I know the limitations of a bus. Not every bus can go throug every street, some curve radius, especially right turns, are impossible to make, some streets are too small, the roads are too bad and the bus touches the ground, bridges prevent the use of double decker and small streets the use of articulated buses. Some bustyps are to loud and decrease the quality of life, especially at termini stops. So all in all I wish the game would give me some limitations, that weren't there in Cities in Motion. Please think about it, it would increase the realism and deepen the game.

Termini stops are another point. I really want to build a station and declare it as an termini, so at this station busses stop and take a break. I want to see that, and not that busses go round and round without ever stopping. Turning time at termini stops are important and increase the costs, but also increase the satisfaction of the bus driver. :p

I don't need a timetable and depots, but I want a little bit micro management. :D
 
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