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报告翻译问题
- Have an option to place reserve locomotive to problematic station, which will make round and automaticly returns back to stock. If you have no locomotive left, you can't do this. This will work like in real life - in peaks, you will use reserve train. It will allow you to use all lines like you are supposed to and keeps an option to rescue yourself - however, it is not as fast as building/removing emergency lines, because reserve locomotive has to make whole circuit.
- Another option is to have "emergency bus service" as week bonus, which just remove passengers on station if used. This can automaticly transport passengers when timer fills up - so it will work like another "life".
- You can prevent using emergency lines by making build/destoy timer to any line segment, between two stations (like building tunel in reality). Lines will be builded and destroyed by (station) segments in order they were placed on map. For example, any segment will have 5 sec timer (or timer by segment's length). This will disallow option using it as fast-rescure and bring a slightly more reality to the game, because will be impossible to completely relayout lines whenever I want in paused game.
Better yet, maybe set sliders for amount and time in between passenger pop-ups for a map ?
Or, that combined in a difficulty level, and because a town doesn't usually have a metro system and the city keeps 'growing', i thought of a few names for difficulty levels:
City, Metropolis, Megacity, Hive
What i find most important to be changed, is WE NEED MORE MAPS ;)
Also, it would be great if we could click and hold on a train, and drag off the line, automatically removing any attached carriages if present, or when done on a carriage, remove only the carriage. This prevents from having to scrap the entire line to get a train or carriage back to put on a different line.
currently i am almost cracking the top 100 players in each of the cities using this strategy. and given a few more days i can perfect the strategy and make my network better, which of course depends on the layout of the stations and where the "special " ones appear which affects my design each game. (which is part of the game i really enjoy.) and hopefully crack the top 100. and even top 10. :) but honestly i dont think this strategy can do top ten scores. but until i figure out the strategy that does work i will have to wait.
please do not get rid of this strategy, if people want to play the reserve emergency line strategy then let us play it. this game is enjoyable because of the ability to change it the way you want it, make a mistake or if it isnt working then you can pause and really refine your design until you are happy with it. being unable to delete would really cause problems. sometimes the lines get so big becasue you are just adding and adding stations because you dont have anything other than one line in the neighbourhood so you add becasue you dont want it to over crowd but you dont have the time to design, so once your done taking care of a problem situation that arose elsewhere on the network and pause, then you can see what you have to work with and design something effecient. if i had to worry about deleting then id have to totally rethink my game play.
thanks for listening.
Once the score gets much past 4000, I find that I have to use the rescue lines constantly to stay alive. I'm not sure how many times per day or week, but it's as many as possible by the end of the game. Exactly when that starts to happen depends almost entirely on the distribution of the circle stations. In my last game on the NYC map, I scored 4950, and almost all of my recue line usage was either in the Upper Manhattan or Queens areas because they were so full of circles.
Looking at the other side of this, why not (developers) make other strategies playable to make the game work well when the player gets into 1500/1700 or so (like Geoff says)? Why is it that pileup/carnage tends to happen around this point leading to players needing to use emergency lines to get by (even though they don't want to)? Something about the game needs reweighting around this point - or you need to open up and push us towards other skilful strategies to address the overcrowding. Cheers!
When there is a special event of some kind here in NYC and Long Island, we add buses and trains to certain routes or create new temporary routes between two locations. However, this is a temporary thing, and they aren't brought out enough times to make them a permanent fixture in our routes.
With that in mind, I'm all in favor of a temporary "Relief Shuttle" (I like this term better than Relief Train :D). What it could do is offer Relief Shuttles to the player after a certain number of passengers have been passed. For the sake of the suggestion, let's just say that 300 passengers unlocks 1 Shuttle, while 600 passengers unlocks 1 more, and 1000 passengers unlocks 1 more. So, after 1000 passengers, the player will have 3 Relief Shuttles to work with. Relief Shuttles can be linked to a maximum of three stations and cannot cross water. (Or maybe they can only cross water if another tunnel/bridge of the same length/size/etc. is already on its route?) Each Relief Shuttle can last for three days after being placed, and each can require five or six days of cooldown.
Obviously, this is still at the developer's discretion, but I like the Relief Shuttle idea best. :) Good luck in figuring this one out!
Have a limited number both relief trains (as already described upthread) and relief BUSES which operate point-to-point from an overloaded station to any other station (obviously more useful if you send it somewhere close by).
Each relief vehicle operates for a day, then expires and becomes available to deploy again. Perhaps with every new line you get to add one relief train *or* one relief bus to your fleet.