Project Highrise

Project Highrise

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SaMa Jul 12, 2016 @ 1:20pm
Elevator management?
I watched few gameplay videos and saw that the elevators are quite abstract in this game. In Simtower you could manage number of cars in a shaft, elevator timetables etc. Will there be more detailed elevator control in future? How is it determined if elevator is at full capacity and cannot move any more people simultaneously?

Also I would love to see the elevator cars moving in the shaft like in Simtower :steamhappy:
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Showing 1-15 of 105 comments
SomaSim  [developer] Jul 12, 2016 @ 1:43pm 
Hi there! We're concentrating on economic management simulation, so there's not as much focus on elevators in this game. :)
It sounds like you are planning to add elevator management in future after the release. :o
SomaSim  [developer] Jul 12, 2016 @ 1:52pm 
Not elevator management as such, but we already brainstormed some ideas for different elevator types. But, that's all very much up in the air at the moment.
Neat. :o)
Drake Jul 12, 2016 @ 4:53pm 
Elevator management in Sim Tower was similar to Road Management in city building sim games. Basically, pain in the behind, with little to no return.

I like the building "ecology maintenance" aspect of this game much better, and prefer that to tinkering with what elevator stops at which floor.
Elevator management would be nice to have but SimTower's elevator management was probably a micromanagement nightmare and I would guess that SomaSim Games studio would aim to make it a less micromanagement intensive. Micromanagement is not necessarily bad... it only becomes an issue if it becomes rather excessive.
baronjutter Jul 15, 2016 @ 11:06am 
I always hated the focus on elevator management in simtower, but it's still an important issue as vertical transport ends up needing to take more and more space the higher you go. Hopefully a balance between elevator car micro-management and "build an elevator and forget about it" can be found.
MinionJoe Jul 19, 2016 @ 9:28am 
Just noticed this myself. I have to be honest, traffic management is one of the main reasons I play city builders. And in the few tower builders I've played, proper elevator management is one of my primary draws. I suppose I prefer a more logistic game than an economic game.

I'll certainly keep this on my watch/wish list, but I want to put my vote in for increasing the significance of elevator management. "Drop one and done" just doesn't feel right to me.
axios2006 Jul 19, 2016 @ 9:51am 
Actually the game is focused on unlocking, balance and manage different types of tenants which require different types of locations / services / shops / restaurants.
oldeguy (Banned) Jul 19, 2016 @ 10:36am 
Originally posted by SomaSim Games:
Hi there! We're concentrating on economic management simulation, so there's not as much focus on elevators in this game. :)

YAYAYAYAYAY
Snakey Jul 20, 2016 @ 4:22am 
I really liked the elevator animation in sim tower, just seeing them move looked cool i reckon. Maybe something all those smart modders out there might consider.
Drake Jul 20, 2016 @ 6:22pm 
Originally posted by My ♥♥♥♥♥ Harambe Frank:
I really liked the elevator animation in sim tower, just seeing them move looked cool i reckon. Maybe something all those smart modders out there might consider.

I agree with that. The animations of elevator movement and sounds were nice.

It was a pain however to manage the elevator traffic, especially once you got above 30 floors. I believe the number of elevators you could have were limited, or I might be remembering it wrong. Also the elevators could only span a certain ammount of floors. Once maxed out, you had to build another one, and trying to overlap the service areas was a major pain.
evilshroud Jul 20, 2016 @ 10:19pm 
In SimTower, you are limited to 8 regular AND service elevators. You also have Express elevators, which I'm not sure of a limit on.

The local/service elevators had a vertical limit of 30, but also a shaft / car limit of 8 each. Best way to manage was to build an elevator every 15 stories between your lobbies. Lobbies are the only places your sims would change transports. For instance, if you had a "local" elevator stop at floor 8, they would not take the stairs to floor 7; however they were fine with taking an express elevator to floor 15 (lobby), then a local elevator to 7.

Lot more to managing them, but I've been playing it a lot this last week. I actually accidentally stumbled upon this game looking up tips for that game I played 22 years ago as a kid. Man do I feel old saying that.

I'm extremely hyped about this game and am excited to see how it goes. It's hard to watch youtubers play it, but not because of screaming, because they ask a question out loud to themselves about where a button is, and I'm like "IT'S RIGHT THERE!". It feels like I'm playing Blue's Clues as an adult, and it's just painful.

Blue's Clues aside, I'm totally ready for this game.
Drake Jul 20, 2016 @ 11:04pm 
Yep, you're exactly right. This brangs back bad memories of trying to arrange those stupid elevators, trying to overlap them in the most efficient manner, and realizing that the limits on those elevators limited the growth of my tower.

Very bad mechanic.
Nohealforu Jul 21, 2016 @ 2:17pm 
I remember just building stuff within escalator distance from the lobies and having empty floors between and only using express elevators between the lobies because of the elevator nightmare.
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Date Posted: Jul 12, 2016 @ 1:20pm
Posts: 105