Mini Metro
Onomatopeya 2014 年 8 月 23 日 下午 3:18
One strategy that destroys the idea behind the game
I just got 4698 points on New York without cheating. BUT I'M NOT HAPPY WITH THE WAY I DID IT.

The strategy:
Often you can stay alive quite a while when you have a spare line and locomotive that you build from the most overcrowded station to a nearby station that efficiantly empties the "problematic" station. While the locomotive is on its way, you cancel the complete line and wait fot the locomotive to reach the destiny. Now you have your spare line back and can start the whole procedure with the station that now is the most overcrowded.

The problem:
Although I would get about double the passengers before my metro is shut down using this strategy, it's quite annoying to spend half the game starting and cancelling a two-station-line over and over again. And the idea behind the game of planning your line well enough to survive would be destroyed.

The solution (just some ideas) :
-The player could have a limited amount of line cancelling (at least per week), e.g. one cancel per line per week. (I'm not talking about changing lines, but completely deleting them)
-After cancelling a line this line could go on cooldown for a few seconds before being available again. (imo not the best solution)


Do you have some more ideas how to deal with this problem? Or do you think this "strategy" should stay possible to do?
最后由 Onomatopeya 编辑于; 2014 年 8 月 23 日 下午 3:22
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正在显示第 16 - 30 条,共 35 条留言
David Kolář 2014 年 8 月 29 日 上午 11:49 
Big problem for me is, that I never don't want to place all lines ... I always keep 1 in begining and 2 later emergency lines. But because of this, I have bigger problems with overcrowding stations - I can use only 5 of 7 lines. However, if I place all 7 lines, it will be better, but if some overcrowded station appears I don't have the way out of it. So here is several solutions:
- 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.
Onigame 2014 年 8 月 29 日 下午 11:55 
I enjoy playing with rescue lines and would be sad to see it completely go away. Perhaps when some changes are made to discourage it, there could still be a different "Classic" Mode where it is possible.
ANARCHY 2014 年 8 月 31 日 上午 10:43 
I agree with the strategy/cheat, but implementing will be a disaster, also, because every map might ned different settings. This is gonna be too hard to do probably. It would be eaiser to slightly increase passenger pop-ups maybe.
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.
dovsherman 2014 年 9 月 3 日 上午 2:52 
What if, when you add a new line, there's a delay before it starts operating? That way, it would be impossible to use it as an emergency patch since it would not start running trains in time to help.
Bad Whippet 2014 年 9 月 3 日 上午 6:14 
引用自 m-makino
I tried short temporary lines and found it is very effective to clean up crowding. Unfortunately I also don't like that way.

As far as I played, temporary line seems to be necessary to get a high score. I'm happy if any other way was there.

Others may enjoy temporary lines. So I'd like to suggest that add some bonuses to long lived line (like an extra carriage per 2 or 3 weeks), instead of adding some limits to the temporary line.
I like this idea. The older the line, the bigger the score. New lines make barely any points at all.
rustin27 2014 年 9 月 3 日 上午 10:19 
hello. so i bought this game a couple of weeks ago and i am really enjoying it. i use the reserve line strategy and i like to think i have a good layout design for the rest of my network. currently i am averaging 3000-4000 as a best score on the various cities, and usually ending my games at about 2000-3000 because of over crowding if i dont pay attention.

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.
rustin27 2014 年 9 月 3 日 上午 10:33 
oh and one other thing, when you get to multiple stations over crowding at once about 3000-4000 and you are using only one line as a reserve emerengency line to shuttle only six passenger to another station the game gets pretty tricky pretty quickly. the cool down rate now (waiting for the traiin to get to the next station and delete itself) is actually pretty good as it is still challenging when three stations or more are about to get over crowded.
Gorman  [开发者] 2014 年 9 月 4 日 下午 8:23 
Question for highscoring rescue-liners... how frequently would you re-lay a line per day or per week for you to get to a score over 4,000?
Grimalkin 2014 年 9 月 4 日 下午 10:34 
引用自 BadWhippet
引用自 m-makino
I tried short temporary lines and found it is very effective to clean up crowding. Unfortunately I also don't like that way.

As far as I played, temporary line seems to be necessary to get a high score. I'm happy if any other way was there.

Others may enjoy temporary lines. So I'd like to suggest that add some bonuses to long lived line (like an extra carriage per 2 or 3 weeks), instead of adding some limits to the temporary line.
I like this idea. The older the line, the bigger the score. New lines make barely any points at all.
I second this.
Steve01S4 2014 年 9 月 6 日 上午 12:49 
引用自 Gorman
Question for highscoring rescue-liners... how frequently would you re-lay a line per day or per week for you to get to a score over 4,000?

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.
Bad Whippet 2014 年 9 月 6 日 上午 4:13 
4000! Boy - my best is, er, 1300.........
Bad Whippet 2014 年 9 月 9 日 下午 1:46 
I love it too. I play it daily.
gonebeyond 2014 年 9 月 13 日 上午 12:30 
I haven't used the 'emergency line' approach a lot, but I don't see anything wrong with it - I understand the purist feeling that it's not realistic to actual train-line construction, but there's lots about this game that isn't! I think of it as a 'relief bus' put in place to solve congestion problems :-) There's nothing about bus routes that is fixed so this provides a positive analogy, and is good practice for transport systems (!). It does take some skill and reflex action to execute well so it doesn't seem like 'cheating' or inelegant.

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!
SlyAceZeta 2014 年 9 月 20 日 上午 9:45 
I'm a new fan to Mini Metro, and I'm gonna buy the game sometime today or tomorrow. :D I was going through the forums and I found this thread. After reading through all of the proposed ideas (I've never seen a community so eager to offer so many suggestions for fixing a problem that otherwise everyone would abuse!), I think a Relief Train/Shuttle feature is the one I'm most in favor of.

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!
Procedural Texture 2014 年 9 月 26 日 上午 5:04 
The way to remove an exploit is to make it better and make it part of gameplay. My idea would be to look to real world transit operations and practice. They cheat every day:

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.
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发帖日期: 2014 年 8 月 23 日 下午 3:18
回复数: 34