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번역 관련 문제 보고
Like FIFAs, Madden, eFootball, etc...
1) You can have more than one train per line.
2) Promised better station with auto-signaling.
3) You can change color of your trains. It seems it affect whole fleet as of now, not per line.
4) Automatic signals placing. No way to place signals manually unless you change that before map start.
5) Reduced number of stations types. Probably removed Warehouses at all.
6) Big, cluttered maps.
7) Increased maximum zoom to train level and even added view of train wagons from inside.
More details and differences will be shared as soon as possible.
Please stay tuned,
Cheers
Something I would like to see, though…
I would like the player to be able to set a slower pace, especially in the early days of railway and locomotive development, but see that pace quicken as time goes on.
Furthermore, again, especially in the early days, I would like the player to have to employ scouts to explore the unknown parts of the map to make them available to the player to use, and pathfinders to help the player find the best routes between locations.
Only basic, static, and even faulty map details should be available to players at the beginning. Players should employ scouts to explore the unconfirmed areas in order to confirm the details there and to make those areas available to the player. Eventually, scouts may become spies. Players should employ spies to explore areas of the map that are dominated by competitors and to make those areas available to the player.
Players should employ pathfinders to recommend routes between locations based on a preset preference, such as least expensive route, route with the easiest grade, shortest path without bridges, without tunnels, etc.
Either way, I’m still getting the new game.
In RE 1, if I choose 100 years for game length, everything is based on monthly increments, rather weekly increments.
I want a 100 (or more) year game that plays like a 20 year game.
The scope is quite different. The much larger map will make rail lines no longer feel so crowded as it did in the previous title. Same goes for citites, where the train station took up a much larger portion of the city footprint.
They have changed the employee mechanic, this was the most unnecessary micro, having to match employee personalities with each other, was very tedious, especially since the interface was very much designed for consoles in mind.
Rail lines are no longer tied to 1 train, you simply add more trains to the line as in other games like transport fever.
Then minor changes such as more tracked bridges, train stations.
The amount of campaigns, maps and scenarios also seem much bigger than previous non dlc product. This to me is the important part of a new game since i don't care about sandbox mode. Huge plus for me.
Train ABC-XYZ (original train)
Train ABC-XYZ 2 (copy)
Train ABC-XYZ 3 (additional copy)
and so on.
From what I saw on the convention video, it looks like railroad stations have been replaced by a RR _yard_. (Besides the station platform, there would be a LARGE area where cars could be switched around, maintenance performed, cars could be stored while waiting to be added to different trains, etc.) [Rail yards is why the RRs needed Railroad Police. Thieves would often enter a yard and break into stored cargo cars. And hobos would "hitchhike" by "riding the rails" -- lay on the undercarriage just inches above the track bed. That must have been exhilarating when trains got to going faster than 50 mph.]
I may be wrong, but it looked like the railroad yards/stations were "one size fits all": Every community had the same size yard, regardless of it having only ONE train passing through or a HUNDRED.
***********
What I would like to see is the station improvements (usually made available via new tech developments) to appear around the stations. In RRT, individual stations could have features added: a Restaurant added; A Post Office; Maintenance Shed; etc. That always struck me as the most logical approach for improving stations.