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Peugeot_206
06-10-2007, 12:15 AM
HOPEFULLY this will be considered and not blown off. Please care, and don't pretend that you do when you don't..............

Copy and paste from another forum. (simcitycentral.net)

Here's a few suggestions.


Make the buildings taller.

The ones in SC4(especially the commercial) are wayy too short, rather than SC3K they were super tall.

Create Traffic heavier

Maybe more dense traffic like big rush hours near business hours or Sporting events.

Half tiles
Diagonal roads would serve better purposes if all zones could use a half tile to take up.

Civic Building Zoning

Things such as Hospitals, Schools, Airports, Stadiums, Convention Centers and Seaports would have special zones (As seen in SC3K)

Roads, Roads, Roads...........

Make More road options. As seen in real life, make highways, ground, elevated, 2lane, 3 lane all the way up to six lanes. On ramps and off ramps could be more complex, being more of a point and shoot thing. (i.e. the exit from the freeway, then you just point to where it should connect up at. It'd also be able to connect to more than one street) Avenues and roads could be have a selector of weather to be 2 lane, 3 lane and so on. You could have regular streets, but have a request to have parking on it, or have it be a one lane alleyway. They could also be one way. BTW, Diagonal bridges need to be present. Maybe even such things as roundabouts or Cul-de-saks.

Public Transit

Bus Stops would be more complex. You could have on street bus stops, (on a road panel) larger bus stops, bus terminals, and things such as the park and ride (falls in line with 'Civic Building Zoning') Subways and above ground rail could be shared with Bus Stops/Vice Versa. (i.e. the bus terminal is also a subway station)

Gov't Housing

Kinda like RichyG 's Idea(at simcitycentral.net), Gov't housing could come into play. Make special Residental zones.

Dual Purpose Zoning

Make some commercial zones Also partialy residental, and vice versa.

City Sectors

Make Defined Sectors. (i.e in NYC you have NYC, but Queens, Manhattan........) You'd also be able to name Elementary, Middle, and high schools, as well as Hospitals and such. You'd also be able to tax these city sectors individually. Streets and highways would also be able to be named.

Population Base

In SC3K, it was relatively easy to get +1,000,000. You should be able to do that again.

Streets of sim city

Kinda far fetched, but maybe a spin-off of it that is compatible with your entire REGION of sim city. Maybe even educational with a safe driving course complete with blinkers and such. Or even an errand style thing like taxi driving or Bus Route.

Climate/Disasters

Be able to establish warnings for Hurricanes. Snow and Snow Plows should be available.

If a meltdown happens, it should effect the entire region.


With the Civic Zoning structures Idea for schools and Hospitals each square could hold People. (i.e. one tile= 25 People) Therefore, you could adjust accordingly for size.

Peugeot_206
06-10-2007, 12:28 AM
BTW, you could change the percentage of the shared zone buildings. (90%residental, 10% commercial)

BourneID
06-10-2007, 04:33 PM
reposted from another thread... by suggestion


with the reactions from this annoucment, you can tell there is still a very active fanbase for SimCity.


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I would like to state though, that there is a sharp diffrence between the city building types of things done in the Caesar and games of its type (pharohs, and such) and what SimCity is at its core.

Tilted Mills and EA would do well to remember that SimCity is at its deepest levels a city management sandbox. Unlike the games that Tilted Mills has created in the past... where goals and achevments are the focus, creativity and open-ended gameplay are SimCities trademark.

Many developers talk about their games as having great replayablity, in sc4 there isnt a concept of replay... there is no linier progression.... some players may start a city... pack it like sardines and a can... then start a new one... were others (myself included) will develope, and redevelope the same city space over and over... the concept of a city ever being "compete" is non-existant.

You develope and area early on... with limited funds... low demand and such... and come out with a poor area... filled with dirty industry and low income housing... then move and to another area.... leaving that area forgotten...later on, with the budget coffers filled to the brim... you come back to that area and redevelope... now that area is a nice quiet residential area.....

This is the game that we grew to love. where limits are only impossed by the creativity of the player.


As long as Tilted Mills remembers that Simcity's sandbox past, and dont limit it to an acheivment or population type of game... then they will do well.


I never thought that the gameplay was to complicated... its just that many players... are used to going from point A to point B.... checkpoints, levels.... and became frustrated because they felt they should be moving towards something. There is a pretty good life lesson in the spirit of SimCity.... that it isnt always the destination that is matters... its the journy that is important.

--------------------------------Ideas----------------------

1)trade
one feature that would make the SimCity games move forward, would be something that Tilted Mills already has some experince with...

In SC4, trade is an abstract... you have industry, that we assume creates goods... but those goods do nothing... networks pick up cargo (ie trains, trucks) but the net effect is nill.... the only goal is to get to the edge of the map... goods have no use other then to be created... a method of job creation... but have no overall effect on the game...

now with the games Tilted Mill have created... industries.... collect resources, those resources are made into goods, goods are used locally or are exported, creating jobs, profits, and demands.

trade within the cities and outward would be a good addition to the game.


2)recreation
though all of SC's history, there has been a direct relationship in the game mechanics between Industry, residential,and commurcial... ie... the sims leave their home... travel to work, after work they go home.... if along their path they enough of them pass by some commercial they may use it... later on in the game, commerical changes from the passby to the work desination...the sims would never go out for the sake of going out.... going out to diner... or going to catch a baseball game...

What I am saying is that commerical should be more of an activity and not just as a route satisfier or job stat. a shopping mall should attract sims to shop... but also create a demand for diners, fast food chains and such. This would allow for the creation of shopping districts, club areas, and such...later in the game.... these types of areas would serve to be travel destinations for tourist...providing the city, and that area with revinue. Revinue that can be used to produce more attrations, improve services and such. The availability of such attractive areas would have the net effect of attrating residents...

Not enough has been said about the impact of "sociaty' to SimCity yet... but I expect that it will be something like weath levels... poor, yuppies, buisness,retires, and such. In the context of these commerical areas... the type created would be effected by... as well as become and attration force to other social groups... commercial area that are malls, shops and fastfood chains may be influenced by a large middleclass working group... this would then attract a more yuppie class... ie "the Robisons"

Ocram
06-14-2007, 12:15 AM
Hey BourneID,
Are you thinking about City Life? Remember (if you played it) besides the awsome 3D graphics, the only cool thing in there was/were the leisure buildings.

Hamburg
06-14-2007, 07:49 AM
This are all good suggestions for additional futures they should built in the game. Hopefully they do.

I support all of your ideas, because i think it is the right way. :D
This are all ideas which are known as the typicall game concept of Sim City.

This ideas and futures, should be included in the SCS game. When not, it won't be a worthy sucessor of the Sim City 4 game. :mad:

Chris Beatrice
06-14-2007, 04:28 PM
Thanks for another great thread, all.

-Chris