![]() ![]() ![]() ![]() Use them in loops around high res to ferry to other mass transit, the trolly depots are also big, noisy and fugly I do have a city running on them (100k), but you have to work with them from the off and they cant share with even moderate traffic cause that = gridlock Something traffic manager could do on PC, to ban cars from certain roads to let trolley do their work Trolley bueses are great, they just dont have a dedicated track without a road, so trams rule. The space issues im going to stuggle with it are huge, (xbox) ![]() I want to know what purpose it serves.Ĭlick to expand.while i like the idea of a modular airport, it kind of reminds me of zoneing it in SC2k So I ask again: " What is the point?" If you disagree with my rant, please defend this DLC in terms of functionality. Airports is a DLC that intends to revamp a mechanic that doesn't need fixing in the first place. While the previous DLC, Sunset Harbor, had some nice quality of life improvements, I was critical for it being an aimless DLC not focused on any core mechanic of the gameplay. Doesn't this sound more appealing than just a larger airport? I guarantee that the only reason CO went with Airports is because they looked at community screenshots and said "Wow, players like designing their own airports! WE should do that!" I don't object to workshop airports for aesthetic appeal, but it was never something that CO could transform into a vital mechanic within the game. Not only would sports areas take more advantage of the terrain, but it could also introduce new mechanics based on international sporting events to gain revenue and prestige. This wouldn't compete with Parklife, because it only introduces different types of recreation areas, just as there are different types of parks within Parklife itself. What's visually lacking from cities are things like golf courses, race tracks or ski resorts - things that players could build incrementally like park areas to improve happiness and tourism. What I've always suggested is for CO to release a SPORTS DLC. But if you need to lay out a series of large runways and terminals on a flat surface, it undermines the work CO put into terrain management that I so enjoy about the game. This is in stark contrast with painting areas for parks, industries or campuses which can work on any kind of terrain and can make them visually appealing as a result. So unless you can cite a major airport hub built on the side of a mountain, modular airports are really only intended for flat terrain. Here's another failing of Airports: It's geared towards flat maps!! I don't know about you, but I love playing on rugged, uneven maps in game. Campus features extra mechanics like varsity sports and academic works, plus the opportunity to generate revenue from students in a way that gives the pack a valuable functional purpose. There is a huge disparity in generating revenue from industry taxes or direct profits from municipal factories, plus Industries introduces additional resources that are not compatible with vanilla factories. Now you could make an argument that Industries devalues vanilla industry or Campus devalues vanilla universities, but those packs are functionally different. Airports is the kind of DLC that competes with and devalues elements of earlier packs. Remember the metropolitan airport from Sunset Harbor? Useless! You can now customize a larger modular airport. Remember the cargo airport from Industries? Useless! Just build a modular cargo terminal. Ultimately it serves little purpose in terms of functionality.Īnother major problem is that Airports undermines assets from previous DLC's. So what benefit would a modular airport have that changes this core aspect of gameplay? Would it double the speed that Cims can travel around the map? Would it mean Cims adjust their route based on congestion? Would it incentivize more Cims to immigrate or emigrate? That answer to all these questions is "No!" An Airports DLC wouldn't alter one of the game's base mechanics. Some airports act as hubs to combine different types of stations, but the routing process remains the same. Simple! It's one of the basic aspects about agent routing that has remained fundamentally unchanged since the game launched six years ago. A Cim would use an airport to enter or exit the map like a highway or harbour. They are intended to act as transportation points like train stations or cable stops. What does this DLC add in terms of functionality? Consider the role that airports fulfil in the game. "What is the point?" is the key question here. And my reaction? "Underwhelmed" would be summing it up mildly. Just when I thought the game was done with DLC, CO announce this tenth pack. I'm creating a separate thread from the developer announcement because there is a LOT I want to discuss about this DLC. ![]()
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