This idea would be awesome for cities: Skylines simulation!

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hecstrategy

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This idea is awesome for the game's simulation! I'm talking about traffic lights!!!!!

I really appreciate CO for making this game, the best game that exists for me, even before launch.

I have a suggestion to do, the time of traffic lights could be manipulate by player,
giving more liberty to control the city's traffic.
For example, in a crossing, if one flow is more heavy than another, we could increase time of green
light to this flow to solve jams like in "Mobility game".

And other thing, if cars change lanes on the streets, it would be avoided empty spaces and the game's simulation
would be more real.

I think these ideas would be awesome for the game.

The game is already nice, but if co add that, I would get much more excited.

What do you (CO and guys) think about it?
 
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megajaja

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kkkkkkkkkkkkkkkk huehuheuehueu

Now, seriously (<3), it sounds like a nice idea, but I don't think this will be a feature, at least at the very release of the game.
 

Bjorn0305

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I like the ideas, but this has been suggested before and is probably buried somewhere in the forums.
- Request for lane selections (lane direction, turn direction)
- Intersection: traffic lights, stop signs, yield signs

I would not expect this for release and am not sure how much could be done within the confines of the game engine by CO or modders.
 

magitsu

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I think it's detrimental to the fact that this isn't another traffic sim, which they've released two already.
Some things are better kept in a more simple for so as to not lose the focus which is overall city builder. I mean some things that can be done, but maybe shouldn't be. I'm seeingt this as too micro. I would try these on CiM1 or 2.

Specialist dlc containing this kind of things probably wouldn't sell. Maybe later CO can open up the game so much so that modders are able to make this.
 

GMeador

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DIY player traffic signals won't work.
* You won't have enough time to mess with them. There's only so many hours in a day and you can't micro-manage everything.
* Messing with the timing of one set of lights would cause a chain reaction that effects all the other lights and traffic. Change 1, change 10, change 100, etc. Chaos.
 

hecstrategy

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DIY player traffic signals won't work.
* You won't have enough time to mess with them. There's only so many hours in a day and you can't micro-manage everything.
* Messing with the timing of one set of lights would cause a chain reaction that effects all the other lights and traffic. Change 1, change 10, change 100, etc. Chaos.
I understand what you mean. But I love reaction of my city's traffic when i would change the time of it, and the city without this, have jams and the idea would be change the time of traffic signals to reduce the traffic in some locations.
 

Rayykz

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I can see this being great but also very troublesome for devs to implement also quite buggy but I could easily be wrong. :)
 

medopu

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there are games like a-train 9 and some indie city builder who implemented this option but i just feel like this isn't needed in this game. Cities usually configure and synchronise all traffic signals together for maximum flow of traffic, and quite honestly, a better idea at least for me would be, if computer itself could calculate the most optimal traffic light signaling, instead of player tinkering with these things.
 

Lord KhaZimir

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I understand what you mean. But I love reaction of my city's traffic when i would change the time of it, and the city without this, have jams and the idea would be change the time of traffic signals to reduce the traffic in some locations.

Micro-managing traffic lights is a game in itself. Real-life authorities strive to regulate traffic and they've chosen the automated way.

"Cities: Nightmare on main street" could be the next CO game with this feature :)
 

Tropical Guy

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kkkkkkkkkkkkkkkk huehuheuehueu

It's not like that!! It's actually: "Huehuehuehuehuehue BR? BR? BR? BR? BR? gibe moni pls or i report u"!!!
6096234_700b.jpg


Now to thread: Don't know if the developers have time to do that 'cause, believe me, there's already a big amount of requests in the forums but I think it's an awesome idea!! :happy:
 
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hecstrategy

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kkkkkkk

Now to thread: Don't know if the developers have time to do that 'cause, believe me, there's already a big amount of requests in the forums but I think it's an awesome idea!! :happy:[/QUOTE]

I know it's almost impossible to implement that because of amount of requests. :(
I'm so saaad.
 

Quadro

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I like micro stuff so anything they could throw into the game in that sense would be nice and this is a good idea for managing traffic flow. But they didn't even have that in the CIM games and now I think they got bigger issues to deal with: pathfinding/ai problems, the whole disappearing car issue etc. So I don't think CO would implement this anytime soon.
 

Inge Jones

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I like the approach to micro-management taken by Invision for their prison simulation. They are gradually adding micromanagement, but any aspect you have not chosen to micro-manage continues to be managed by the basic AI in a more or less acceptable way. It has all sorts of bugs (it's still only Alpha!), but the approach in general is one I appreciate.

As applied to this game, I am very happy for most junctions to be treated by their basic rules, but would very much like us to be able to manage particular junctions we deem to be specially problematic left as default. Would be nice if the context menu for a junction had option to "restore to defaults" in case we completely mess up.
 

Eurofighter1200

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It's a very good idea i was always missing that. In one of my first games "Mobility" the player can doing this build signs which side can drive first or traffic lights with timers for busses, so they dont have to wait on the traffic lights. That was cool and in CSL they could do that too but maybee its too much micromanagement for some peopel.