FritoPatata
Member
  
Posts: 145
Joined: Nov 2009
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RE: Traffic Ideas
(21-12-2009 03:21 PM)CoconutKid Wrote: Nor did I address the army/rebel system. I think rebels' going to a garage to drive red jeeps to an attack (as if they were going to work) is a bit far-fetched. Rebels should walk.
Yes. I still find that completely bizarre. You would think the state funded garage system would take note of that massive amount of red rebel jeeps parked in their garages.
Traffic is a total mess in this game, to the point where you have to go to exhaustive lengths in planning and execution just to make sure you can get paid regularly on a populous island.
One of the simple ways I would like to see this addressed is the addition of avenues. This way the left lane is always used for through traffic and the right lane is only used for traffic pulling over or turning onto the roadways.
The lack of a bus system in this game is also baffling.
My first act as El Presidente... Throw the Radio DJ off an oil platform with his feet in cement.
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| 21-12-2009 06:49 PM |
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Jephrey
Newbie

Posts: 8
Joined: May 2011
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RE: Traffic Ideas
Traffic management is part of the strategy of this game. Without the traffic element, island planning would become very straightforward and simple.
That said, I agree that public transportation has potential. And it is pretty hilarious that the rebels run first to a garage to swipe a car, before heading out on their missions. Yeah, changing that might be nice. Even more fun would be chase scenes, with a first-person view in the soldier's truck as they pursue the rebels out of the garage and through the city, exchanging gunfire as they cut through plazas and llama ranches. heh heh. Okay, back to reality. Transportation is just about right, just the way it is. Don't make it easier.
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| 21-05-2011 09:10 PM |
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Jephrey
Newbie

Posts: 8
Joined: May 2011
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RE: Traffic Ideas
LeaT,
I agree with basically everything in your post. Yeah, farmers commuting? It is a bit weird. That said, I think the game does a pretty good job creating an entertaining setting as-is. If I had my wishes, a car would be an expense for each Tropican, just like rent and entertainment. So if your farmers are poor, you would have to put everything within walking distance for them. At the same time, the services they can reach with a car would motivate them to make more money. It feels rather unrealistic to have a cluster of farms and a huge, multi-story garage dominating the landscape.
I think some of your thoughts actually are addressed: People have importance meters, in addition to need meters. Presumably, a person with a high religion need will "recharge" their faith more often and also is more likely to be in the religious faction. That's my assumption -- I don't know exactly how those mechanics work. Some time I will experiment with this: Make enemies of a faction (example: the religious faction) and systematically imprison, exile, or assassinate their leaders and senior members. I think you can actually cultivate your population in such a way that everybody left alive has a very low Faith need, and therefore you wouldn't need many churches. This trait *should* be passed along to younger generations of Tropicans. Of course, all this assumes that you can stay in power while persecuting a fair portion of your peeps! Ah yes, Experiments in Tyranny...
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| 21-05-2011 10:40 PM |
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