
Originally Posted by
Nalano
Cities in Motion
Fine premise, and there's certainly a dearth of management sims to choose from nowadays - especially those that take place in cities. Being a great fan of TTD and SimCity, I thought it was a done deal. I get to watch trains and trolleys trundle up and down the streets, and hear a satisfying cha-ching every time they pick up passengers. However, it didn't have the tools necessary to really work out. In fact, here's a few bullet points:
* In order to scale down cities to the thousands and not the hundreds of thousands, they scaled down everything, like transit capacities. So you started with buses with a capacity of ten. This makes you put more buses on the lines, but...
* ...there's no option to run them on a schedule, so what you get are very angry people on one end of a line and a convoy of buses on the other, all trailing an at-capacity bus.
* And those people are angry because game-time is at an accelerated schedule but the vehicles run in real-time, so while it may take four minutes for a bus to run a route, the commuters get angry at around the 20-second mark. In fact, the time it take a bus to make a left turn across a busy thoroughfare is enough for some commuters to get red in the face.
* Since everybody drives by default, trying to run lines through busy (and thus profitable) routes, you end up coming against a brick wall in the form of being so popular that you need to run a bunch of buses and trams, but not yet being the primary mode of transit, so all your buses and trams get stuck in traffic...
* ...which gets worse when your trams break down, since they can't change lanes, because then you've just caused a gridlock.
* And, of course, you ran all those buses and trams through the center of town because the margins are so low that you need to do this to subsidize running out to the 'burbs.
* But then the scenarios screw you by saying "spend your nickels and dimes making a tram route that connects this farmhouse in the boonies with this central railroad station and this department store across town, a route that could never in a million years be anything but a black hole where the commuters who want to go from the train station to the department store mob the stops, but all the vehicles are stuck running all the way out to the boonies, making sure your service rating AND your income drops through the floor."
* The traffic wouldn't be that much of an issue if we had right-of-ways or if subways didn't suffer from a whole new level of inability. Even when the top subway train runs at capacity 85% of the time, it doesn't pay for itself with the default fares.
* Furthermore, the subway tracks are made such that simple things like avoiding at-grade crossings on the ends of lines is impossible, leading to bottlenecks.
* Also, even with the DLC double-stations, commuters don't have the path AI to figure out express lines...
* ...which is only exacerbated by transfers anyway: Connect two subway lines and all you're doing is manufacturing a mob of commuters no number of trains, with their top capacity of 150 (!), can cope with.
* Not that it matters, because trains suffer from the same thing trolleys do: One breakdown and the entire route is crippled.
And to think, TTD has an incredibly involved and complex system of signalling and rail designs, engine combinations and train lengths (which is added to by OpenTTD) and even earlier transit sims like A-Train had simple but powerful tools like route scheduling.