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Tenpoints

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Jun 13, 2015
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Gday Paradox/CO

On the subject of Road Maintenance, I would like to share my opinion on the current features and suggestions for improvement.

TLDR: Make road maintenance a necessity (not a luxury) to keep the city running at full speed + add visual overlays to decorate poorly maintained roads.

Long version:
The current implementation of road maintenance does not increase the simulation quality of the game, nor does it increase the challenge. As I understand it, vehicles get a 20% speed boost when travelling over a recently maintained road. Now I suppose for a certain person, 20% vehicle may be make or break when it comes to turning over a profit in your city (not that it would be in any way easy to know), for any one who has played the game pre-Snowfall it remains easily possible to achieve a rich urban utopia without ever building a maintenance depot.

I would prefer to see road maintenance as a necessity rather than a luxury. In the simplest terms one should be required to build maintenance depots or find that over time their burgeoning city slows to an absolute crawl.

In that sense, road maintenance could be in the range of 50% to 120%, where maintenance vehicles do boost the speed limit slightly but if left unchecked a highway will be reduced to the speed of an avenue. Hard mode could drop it down to the speed of a dirt road.

While the boost period could be a bit shorter, the rate of decay below 100% should be quite slow at first, but accelerate in a kind of logarithmic trend towards minimum. So an empty road and un-maintained road might take 30 minutes to drop to 90%, 20 minutes to 80%, 10 minutes to 70%, 5 minutes to 60% and 2.5 minutes to bottom out at 50%. I am not sure if these values are realistic, I am just highlighting a non-liner progression.

Traffic volumes i.e "vehicles over a segment per minute" should affect the rate of decay, so heavily used routes should require more frequent maintenance. A road with high traffic volumes might fully decay in half the time. Traffic volumes should be split across lanes though, so assuming the same traffic volume, this effect would be applied 50% to an avenue or 33% to a six lane road

Rain should also affect the condition, perhaps by multiplying *1.5 the rate of decay while it is raining.

Lastly, I would like to see visual damage represented on roads, like cracked or roughened surfaces and faded line markings which become more apparent as the condition deteriorates.
 
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