RoadCraft

RoadCraft

My Thoughts on the new game/demo
Over the weekend I completed the demo, and I really enjoyed it! No complaints about that demo. I posted my review already, but I have some things that are concerning to me.

I read the dev blog, and I was a bit disappointed about how the devs were not planning on adding fuel or damage management. This was a big issue to me, and it appears to other users too have the same opinion.

The reason, in my opinion of having fuel and damage management is that it forces the player to plan routes, and to be smart, also to take risks or not too. With unlimited fuel and no damage, there is no risk for anything. With no damage and unlimited fuel, there is no consequences for poor choices, you are not punished for making a mistake.
(Having no damage is more okay to me than limited fuel.)

One of the reasons why I like SnowRunner is because of planning the route, and doing multiple missions at the same time, taking a lot of cargo. For example, doing logging missions, I tend to do all of one type of logs for all of contracts at the same time, making less trips to and from the log station. It makes me think and plan out how I play. In RoadCraft it makes me not need plan, because of no fuel or damage management. I feel like it will make my gaming experience quite boring. This is making me do brainless driving and not thinking or being smart about the route(s) without punishment, (other than flipping the truck.) Its just mindless "road building," there is no strategy or planning, you just go.

I am also a little saddened about the lack of the gear box UI. I would prefer the gearbox as it allows for more control over the vehicle. I know that the diff lock and low gear exist buttons, but its boring compared to having a gearbox.

If the having the fuel system was tedious make it really easy to get fuel, a suggestion that I was thinking about having every location have a refueling station. And on TOP of that, maybe make the trucks insanely fuel efficient to compensate the devs concerns.

I also want to know about how the garage system is going to be, I hope its similar to SnowRunner and/or Expeditions. I will still probability get the game (preorder when it gets closer) and play it, but I will still be playing SnowRunner and Expeditions more, most likely.
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Showing 1-6 of 6 comments
You know I can understand that fuel and damage would be important, however by the looks of it you have more resources to worry about.

It's the same reason we only get 3 to 4 different resources during an RTS game, anymore it's just going to slow you down, and frustrate you.

I'm sure they can add it to a hard mode when the game releases, but remember equipment breaks all the time IRL just for regular use, now imagine your equipment taking damage everytime you use it and have to send it in for repairs after x mount of hours.

Running out of gas, have to bring in HET's who end up putting in antifreeze and mixing it with the oil then you mess on the ground because it all poured out of the intake, causing even more downtime for that equipment. IRL your on a deadline(haven't played the demo) we can just add a timer to the project on the upper right hand corner.

Sticking with specific resources makes it less frustrating and morw enjoyable.
To me, RoadCraft is everything I wanted to see in MudRunner minus everything I loved in MudRunner.
Originally posted by FafnirChaos:
You know I can understand that fuel and damage would be important, however by the looks of it you have more resources to worry about.

It's the same reason we only get 3 to 4 different resources during an RTS game, anymore it's just going to slow you down, and frustrate you.

I'm sure they can add it to a hard mode when the game releases, but remember equipment breaks all the time IRL just for regular use, now imagine your equipment taking damage everytime you use it and have to send it in for repairs after x mount of hours.

Running out of gas, have to bring in HET's who end up putting in antifreeze and mixing it with the oil then you mess on the ground because it all poured out of the intake, causing even more downtime for that equipment. IRL your on a deadline(haven't played the demo) we can just add a timer to the project on the upper right hand corner.

Sticking with specific resources makes it less frustrating and morw enjoyable.

Well comparing to snowrunner, I tend to do like 3-4 missions at the same time. For example, I would go to a warehouse and see what resources they have, and I would go through the missions, and take as much as I can (stacking included) so I dont have to go back. So I think your reasoning for "more resources" doesnt really apply to me personally.

How I would manage the fuel, is that I would have dedicated fuel trucks to go around a refuel my "current" truck. So it will slow me down time wise, but I dont really need to worry about it slowing me down when it comes to distance.

I see your point why no damage, and your example of things breaking irl for normal use, but I think in this case, imo if you are using the tool properly there is no damage. I was just referring to damage to "snowrunner" parts.

I am not really a fan of the "timer" idea, I dont want to feel rushed, if I feel rushed, I will make mistakes easier.
Originally posted by Rookie-31st:
To me, RoadCraft is everything I wanted to see in MudRunner minus everything I loved in MudRunner.

I have not played MudRunner...
A simple solution to people wanting Fuel and damage is to make it a switchable feature so that is can be turned on or off in the settings that way people that don't want it can turn it off.
Originally posted by Rookie-31st:
To me, RoadCraft is everything I wanted to see in MudRunner minus everything I loved in MudRunner.

thats a great summary
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