3/25/2023 0 Comments Play mini metro online![]() ![]() This would mean you get only a limited amount of trains which spawn out of nothing (the initial placement of the trains), and all the other reassignments, e.g. I can come up with something like, if you place a train on the map it will stay there forever, there is nothing like "vanish and reappear on the other side of the map". ![]() This could be done in several ways I guess. I think the warping is basically the problem, which needs to be solved. Depending on how it's implemented it may replace the rescue line.ĭinosaur Polo Club a écrit :What the problem boils down to fundamentally is the ability to warp locomotives to exactly where you need them. We don't know exactly what impact that will have on the game as it introduces the possibility for a lot more micromanagement. Soon we'll be introducing a method to reassign carriages and locomotives between lines. What the problem boils down to fundamentally is the ability to warp locomotives to exactly where you need them. What we don't want however is a degenerate strategy that you *have* to do in order to get a top score. ![]() Of course that's part of the wonder of games, people exploring the nooks and crannies of the design and finding all sorts of oddball ways to play it. Players will game around the incentives and find new, odd strategies that we didn't expect and go again how the game was designed to be played. The issue with any kind of change we make to disincentivise undesirable strategies is that we're then incentivising different strategies. If you did that you could only reroute three or four lines, and wait to do the rest. What this will prevent however is total network changes-those times where it's all a big mess, so you nuke all the lines and start again. So you'll need to wait longer to reopen the 7th line after closing it compared to the 6th line. We'll try with a cooldown timer that escalates as you open more lines. It would certainly add to the game without changing anything too drastically. The locks for stations could be delayed until a train actually uses that station, so you can quickly change your mind before the next train arrives.Īnyhow, just a few ideas to throw out there. These could be displayed with small coloured padlocks around the station icon. ![]() say a 1 day lock before they can be removed. You could even expand on this, and maybe have it where new stations also have. With the RT method you could then possibly tighten up the line removal rules, by locking a line from being removed entirely for 7 days (small padlock on the line icons in the icon bar perhaps, along with countdown). Running time and cool-down are just ballpark figures. Once placed the RT would stay on the line for 7 days and at the same time enter a 14 day cool-down before it can be used again, allowing the player a chance of rectifying the line at the weekend. This train would become identical in length to the shortest train on the line. From a new icon you can drag a "Relief Train" (RT) to any station on any line, just like you would with a new train. So here's a few ideas on how I'd fit this in to the current game-play: I've spent some time reading over this thread and agree on the stance of having a cool-down ability where you can place a relief train on a line. (imo not the best solution)ĭo you have some more ideas how to deal with this problem? Or do you think this "strategy" should stay possible to do?įirst off, great game and very addictive plus buckets of fun. After cancelling a line this line could go on cooldown for a few seconds before being available again. (I'm not talking about changing lines, but completely deleting them) The player could have a limited amount of line cancelling (at least per week), e.g. And the idea behind the game of planning your line well enough to survive would be destroyed. Now you have your spare line back and can start the whole procedure with the station that now is the most overcrowded.Īlthough 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. While the locomotive is on its way, you cancel the complete line and wait fot the locomotive to reach the destiny. 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. I just got 4698 points on New York without cheating. ![]()
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