Some things never change
Well, what I bring up tonight is an observation I made while playing on the Sandbox Server last evening. First to say, most people playing the past game may have experienced both sickness and dizziness. This *may* be due to the circumstance that the played scenery was toyland. But in the end the game had a great network, with many nice hubs, exits, entries and all the usual stuff you like in our games. Later on, I found this interesting “feature” implemented to the Toy/Cola exit:
As you may notice, this X is not a very good idea. Since trains have to exit the station fast (otherwise they block station tiles), this is a real bottleneck. However you build it, such an X-tile is evil by definition and therefore should be avoided by any means. Well, someone had the idea to rebuild it…:
As the queuing to the left shows us, this “idea” of “rebuilding” was not that successful. It was the same thing, slightly larger but still forcing trains to cross their ways. As a resumee I want to add that you do not – even never! – need to build such a crossing. It is always possible to do a different approach – even in this situation, where one is not short on space at all.
Hang on for the neweset Sandbox Game which started tonight 🙂
[…] they also cause some problems which are important in our games. To become more specific I mean the Evil X Issue which is known since ages. Path signals do not solve this problem, but I saw a lot of those […]