Inputs needed: Depots

Suggestions for new DLC projects.
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Do you like these game design ideas for Transportation DLC?

Yes
21
95%
No
1
5%
I have other suggestions (please post your suggestions on this thread.)
0
No votes
 
Total votes: 22

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David
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Inputs needed: Depots

Post by David »

Poll: Do you like these game design ideas for Transportation DLC?

For transportation within a city, the game will automatically find a depot that is closest to the supplier.
If the depot’s capacity is full, then it will check the next closest one.
The transportation cost and delivery time is determined based on the distance between the depot and the supplier.

The game automatically chooses a depot for the player, based on the following preference set by the player:
[X] Only choose depot with available capacity
[ ] Always choose own depot.
[ ] Always choose own depot or subsidiary depot .

But the player can override it by choosing another depot, which can be another depot owned by the player, or a depot from the competitor or subsidiary.
To override it, the player clicks on a button to pop up a window showing the list of other depots.

For each depot, it will show:
-Depot’s distance to the supplier.
-The current capacity and the resulting capacity after adding the new transport.
-Transport cost.
-The type of vehicle in a depot will always affect whether the depot will be chosen.
Certain types of goods must be transported by certain types of vehicles. If the depot does not have the required type of vehicles, the depot will be ignored.
MightyGooga
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Joined: Sat Jan 12, 2019 8:38 pm

Re: Inputs needed: Depots

Post by MightyGooga »

Wow, this sounds amazing! :) It will bring even more depht to the game.
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