Transport Fever 2

Transport Fever 2

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Feature Requests
Introduction

This feature list is the most comprehensive list of ideas that the community thinks should be added to Transport Fever 2 (or Transport Fever 3 maybe?)

I do accept other people's suggestions, but I do not guarantee any will make it on or that I will even update this list. (I probably will though)

Ideas will get a strike-through when officially added to the game.


Very Important:
These features are something I think will be incredibly important to include in the game.
- More road types is always a good idea!
- Even more mod support!
- Advanced traffic control (Such as the Traffic Manager President's Edition steam workshop mod for Cities: Skylines)
- Street runners!!! (Normal trains running down the middle of a road) More Info: https://en.wikipedia.org/wiki/Street_running

Important:
The features will be very good to include in the game, but its success is probably not
dependent on having them.

- Day/Night or other time system that determines when people go to work and when they come home.
- More control over the cities
- Larger Maps (At least add an experimental option)
- Special Buildings such as Parks, Town Halls, Colleges, Schools, etc with special transport needs. (Example: Schools and colleges will want large mass transit systems to handle surges in demand in the morning and afternoon)
- Rush hour simulation
- Research Tree?
- Upgrades for vehicles and stations
- Mail
- AI Competition
- Subways or better underground tracks
- Tourism
- Treat roads the same way as tracks on a lane by lane basis.
- Planning Mode/Planning Tool [Moved up by popular request]

Good:
Features I think most people would especially enjoy.
- Regional System (When connecting roads/tracks/plane routes to the edge of a map, allow it to produce additional income. (Possibly with a significant increase in maintenance)
- Ability to drive trains/boats/buses/trams/planes/cars
- When a game starts in later years, make some cities start at a larger size optionally.
- Car Ferries
- Futuristic Technologies (Maglev, Self-Driving Cars, etc)
- Special Events (Football games, holidays, conventions, etc.
- Blimps
- Helicopters
- Toll Roads
- No more flipping trains around at stations, trains should either reverse, use a loop, or use a wye track..
- More types of tram roads (street runners?)
- Steam Cloud Support
- Canals (You would likely need to start the game a little earlier, but I think it would be well worth the effort to add canals!)
- Train cars can be sorted and moved around from train to train/Functional Train Yards. (I understand that this would probably be a huge game mechanic to add, but several people have expressed interest in having this realism.)
- More Industries
- Comfort/Speed Focused Passengers

Everything Else:
Features that could be added, but probably wouldn't effect sales.
- Emergency Services simulation
- Accidents/Natural Disasters that block roads and tracks temporarily, causing other transport services to have a sudden increase in demand.
- Turntables
- Trains have a place to go when not running on a line such as a train yard. (especially if the timetable system is implemented)
- Dynamic Weather (With snow, rain, storms, etc.)
- A very small amount of people will have transport methods they will not use because they are afraid of them. For example some people will not ride planes.
- Ramps on the sidewalks at railroad crossings.


Other people's suggestions:
May be edited by me as features are added.

Dukeblooders lähetti viestin:
Things I like in TTD that makes the world more lively or realistic :
- Subsidies, good opportunities to make money in early game, and sometimes good challenges
- New industries opening or industries closing randomly
- Restricted area (you cannot destroy completely a city)
- Reputation system (the city wont let you do build or destroy something if you have a bad reputation)
- Arrival message of first vehicle in a station (with cheers)
- (Secondary) Player HQ (a little extra :-)

- Several People have expressed interest in a train car sorting system.

civis hamburgum lähetti viestin:
1. The ability, to ban vehicles from loading certain goods by a checklist, instead of only be able to hardlock vehicles to one goods-type.
2. different gauges.
3. Servicing vehicles, (refill with water, coal, diesel and Sand). So that they will have different running costs, accordingly to train weight and track.

MGGebriel lähetti viestin:
- Currently building railways is a trial and error adventure, due to not knowing in advance how the terrain would react to your lines. It would be great if railroads can be built as blueprints (design mode) and if and only if acceptable we would set the line to be built and pay the associated cost.

- Making it 10 times easier to create railway crossovers converging or diverging at platforms! It's currently a MEGASCALE nuisance!

- More service, government, city, etc building types and a much better diversity of existing RCI buildings

- It would be very natural to allow gradual upgrades to speed limit (regardless of lanes) as we advance to represent the realistic change in highway development throughout history

- Being able to build and own industries would be a game changer! Give the transportation company a chance to diversify its portfolio!

- The ability to plan a future street upgrade even, so that it first awaits all affected buildings to go through an upgrade first making room for the street upgrade then upgrade the street thus avoiding the need to demolish many buildings when there's no room.

- Simulate time focused and not price focused "urgent passengers" or create a totally new "urgent passenger" type that would make it feasible and fun to have airports/airlines or bullet trains instead of the airline feature that we have now that is ridiculed by passenger focus on price.

- would be great if we can have some basic (not too complicated) control on ticket pricing

- We definitely need better zoning tools specifically a tool to designate zones for RCI

- Larger maps with larger more realistic cities IMO is a must!

Kuroneko lähetti viestin:
As for railway and tramway, what about street-operation of train and trolley? Also, trolley and train can be merged into the same railway system (just like what happened in Sydeny! Technically Sydney train and light rail are using the same gauge track system regardless of the signal system and power supply)

SamTheGamer39 lähetti viestin:
civis hamburgum lähetti viestin:
Passengers with Comfort-focus, who want to travel first class.

This would be a cool feature, however it would require a system to upgrade vechicles to improve comfort.

apaijmans lähetti viestin:
At least a much more complex economy with things like mail, power plant with coal, maybe transportation of cars. More station animations with loading cranes or special coal/iron loading stations.

For realism I would love to see shunting services like uncoupling of either full or empty wagons or loading them, combined with those station animations I mentioned.
No more flipping trains. early steam use 2 tracks and a turntable for the locomotive.

Sanchz lähetti viestin:
I think it would be interesting to include more (optional) realistic infraestructure challenges, for example:

1) Much higher building and maintenance costs for high-speed track and electrified track. Also for switches. This would lead to interesting decisions such as keeping one-track lines at some places or using quadruple track at very high traffic sections only.
By contrast, in TpF it almost always makes sense to over-build tracks even if they have little use, since they aren't very costly.

2) Building or upgrading tracks (and stations) takes time. This may lead to upgrading only one track of a double track line at a time, and having to plan for delays, passing loops and signalling.

3) Perhaps over-realistic, but may be a nice challenge too: have the option to modify the maintenance budget. Setting it too low will lower track speeds and visually degrade the track. Perhaps also include track-maintenance vehicles which have to regularly check/upkeep the track at slow speed.

4) Abandoning tracks. Optionally make it expensive to remove unused track, so that the better option is to abandon it and cut its maintenance costs to zero. It will over time be overgrown and unusable (or usable at 15 km/h perhaps).

StainlessSteelCynic lähetti viestin:
I'd love to see another road type, one where you can have rail tracks in the road in a similar manner to the way tram tracks are embedded in roads.
There's a good example of what I mean here https://www.youtube.com/watch?v=x6XEVvVRB_4

qwertzuiop1. lähetti viestin:
Large-scale projects, and more opportunities to build cities such as a football stadium to build it, need resources to be able to build it further. Then it must be ensured that on match days the traffic is not blocked by the many fans who want to the stadium. For example by skillful planning of subways and buses. Also cool would be concessions. To be able to supply a city or to transport people in this city you have to get first concessions and multiplayer.

max1me lähetti viestin:
If there is natural disaster, they can destroy tracks and road or even vehicles

turb0dizzle lähetti viestin:
1) Street running option for railroads (and stations to go with it)
– The ability to put regular train tracks (and overhead power) in roads parallel to the direction of automobile travel with the ability to enter and exit the road would be fantastic for realistic American style interurban lines like the South Shore Line or Pacific Electric, or if you just want to put a line through an area without having to deal with difficult topography and/or razing a bunch of buildings.

2) El trains
– Elevated rail viaducts and stations that can be placed directly over streets and roads would be great for early 20th century big cities, particularly if you want to replicate New York or Chicago.

3) Dedicated busways and trolleyways
– Roads and stations only open to buses and/or trams physically separate from regular roads that cars and pedestrians aren't allowed to traverse.

4) Truck/rest stops
– Extra revenue generators that could be placed on roads and highways far between cities. Could also be used to boost performance/efficiency of your trucks, i.e. if they travel a long distance the AI's navigation abilities could get spotty closer to the destination.

SamTheGamer39 lähetti viestin:
M@DoX lähetti viestin:
Hi guys! How about adding "opening bridges"(drawbridges) for both rail and roads. Could be a big help and a nice detail in the game to move the chipping up in rivers and such...
I agree. This would make it easier to make bridges over water routes.

coth lähetti viestin:
- Tool grouping.
Right now, when a pack of tools, like road pack, have hundreds of items, it's quite a slow to witch tool from one to another and back. So make subgroups, so modders can additionaly group their tools.

MichDem lähetti viestin:
mrstrongbow lähetti viestin:
Not sure if it's already been suggested but the ability to list your wagons by capacity and/or speed.

And cargo type as well

KingyBear lähetti viestin:
I would like a track editor mode when placing down train tracks. Where you can place down a length of track and add/edit/remove “nodes” to raise/lower or move the track.

edun lähetti viestin:
The limitation that 1 train line/route that can only enter 1 platform (called terminal in the game) in a station should be eliminated. Either trains can enter any platforms, or the multiple platforms to be assigned to one line.

So it is not only one platform that can serve multiple lines, but one line can also be served by multiple platforms.

edun lähetti viestin:
In addition to current (manual) method, would be great of it is possible to select the starting point and ending point, and then give the player to choose how many signals to be put between those starting and ending points, and give an indication on what would be the distance between signals with that configuration.

Voice From Beyond lähetti viestin:
I would like a measurement tool. I keep my trains limited to 320m to match the longest station, however, I often create track intersections that are too short resulting in trains blocking intersections. I also want to place signals at least 320m apart to maximize the traffic on a line.



Things to Note

1. Multiplayer, while it could be cool, is quite hard to add to a game and does not always add as much fun as hoped. (SimCity 2013)

2. Virtual Reality for this game is nearly impossible. VR makes games that are normally considered low graphics use way more graphical resources. To make this highly detailed game in VR would require technology not yet available for consumers. While I still suspect this game would be too difficult to port to VR, as time has progressed this statement has begun to fall out of touch with reality.


Feel free to have conversations about what should or shouldn't be added in the comments below, but do be considerate. I will delete comments that are irrelevant or simply not nice.



Posted: 4/26/19 @ 3:57 PM
Last Updated: 2/13/2021 @ 10:28 PM
Viimeisin muokkaaja on SamTheGamer39; 13.2.2021 klo 19.28
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I have returned.

I updated the list to better reflect that it includes feature requests for future updates/sequels to this game. Feel free to continue to submit ideas here. Even if they don't make it into my list, they will be visible on this thread.
Is it possible that if you place train tracks the route length is displayed with ?
I noticed something quite interesting in the update log for the Vulkan graphics update.

Transport Fever 2 lähetti viestin:
Be assured that we will not stop improving Transport Fever 2 and expect additional major free game updates in this year.

While I can't say what exactly is intended by this, it seems quite clear that they are planning some new updates and, hopefully, new content. I felt that this was interesting enough to share.
Viimeisin muokkaaja on SamTheGamer39; 23.2.2021 klo 14.01
Thanks for the share, something to look 4ward to
feature request!
When cities grow have them expand the need for products.
So you start off with say, fuel and food. but when your city grows it might add tools or goods to it's basic needs.
This will give you options to where you can deiliver products and will open up more possible playtime.
maverickNLD lähetti viestin:
feature request!
When cities grow have them expand the need for products.
So you start off with say, fuel and food. but when your city grows it might add tools or goods to it's basic needs.
This will give you options to where you can deiliver products and will open up more possible playtime.

There is a mod for that already, also with different variations for static 4 and 6 cargo demands.

https://steamcommunity.com/sharedfiles/filedetails/?id=1940838524
A way to manually set how cargo is split between different trains.
Most things can be done already (even before that thread was written):
- More road types (Mods: https://steamcommunity.com/workshop/browse/?appid=1066780&requiredtags[]=Street )
- Even more mod support! (find things that can't be modded but you want)
- Advanced traffic control ( https://www.transportfever.net/index.php?thread/17189-traffic-filter-mod-for-tpf2/ , https://steamcommunity.com/sharedfiles/filedetails/?id=2021038808 )
- Street runners (Cargotrams https://steamcommunity.com/sharedfiles/filedetails/?id=2203688017 , should be modable with custom train on road tracks like this bridge https://www.youtube.com/watch?v=92mZWhRhy7g , or with "build with collision")
- Tourism, same as Special Buildings such as Parks,... ( https://steamcommunity.com/sharedfiles/filedetails/?id=2249726960 )
- More Industries, Mail (Industry mod + addons https://steamcommunity.com/sharedfiles/filedetails/?id=1962151270 )
- Helicopter (WIP, https://www.youtube.com/watch?v=wccqxHlUqSE )
- airship (TPF1 only, https://www.transportfever.net/filebase/index.php?entry/3826-uep-airship-series-v1-1/ )
- canals (no ships, https://steamcommunity.com/sharedfiles/filedetails/?id=2163667157 )
- Turntable (only partly functional, https://www.transportfever.net/filebase/index.php?entry%2F3147 )
- Train Yard (already posible with mods, https://youtu.be/hg1JwwtMU2o?t=427 )
- Ramps on sidewalks of railcrossings (Mods e.g. https://steamcommunity.com/sharedfiles/filedetails/?id=1976947639 )

- Elevated rail viaducts and stations (Elevated Station mods, Bridge mods without pillars)
- Dedicated busways and trolleyways (Mods like, https://steamcommunity.com/sharedfiles/filedetails/?id=1933747406, https://www.transportfever.net/filebase/index.php?entry/4976-smp-2-0/

- Multiplatform (according to the news picture that can/will be comming with the next "big" update)
Viimeisin muokkaaja on Huperspace; 9.12.2021 klo 5.34
moodster3137 lähetti viestin:
If you've played a steam game called workers & resources:soviet republic ~it has a very cool railway construction model. Namely, you build/construct a rail depot, and the track machines go out & build the railway which you built in ghost mode sleeper by sleeper.

It also has fuel tanks in all vehicles & electricity connections linking to refineries/power stations. Something like this mirrored in TF2 would be awesome.

Additionally, weather / seasons / day night & accompanying traffic flows (eg rush hour) would be awesome too in TF2
I've just discovered the demo of Workers & Resources. Gotta say i LOVE the realistic mode building of infrastructure including tracklaying. Would love to see this as an option in transport fever, adding a realistic mode for everything, as well as sending flights/cruise ships outside the map borders "Internationally". Heres hoping that if they cant implement it in TF2 (even as a DLC), they can for TF3!
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