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- cross-posted to:
- [email protected]
Solar panels producing noise pollution? What?
That’s kinda but a small dent in my hopes for the game but hopefully the rest is good…
Doesn’t a large enough one go BZZZZZZZZ all day?
Easily fixable via mods.
Sure but one of the downsides of the game (and one of the upsides, in that they allow it) is that you need 10-100 mods to patch things which should be in the base game or are just weird/unexpected, and I worry the devs are expecting modders to do their work for them… With this I bet they’ll be announcing that pollution is even more purple in CS2
I fully understand that CS practically required a lot of mods. But it does really seem like they’ve put in a lot of effort to fix the major pain points.
I, personally, would not have even considered buying CS2 if they hadn’t fixed the completely broken traffic AI.
But something like solar power creating noise pollution is a minor issue. One that we don’t really know the impact of in the course of the game, yet. Modding something like that is going to be more of a personal preference, unless it’s somehow very unbalanced or something.
I think it’s awesome that there are electrical substations now. Now I wonder how natural disasters will factor in. As in, will you have localized blackouts if a substation goes down? Could localized battery plants take over in that scenario? (I’m mostly thinking of a remote island with one set of power lines going out to it)
I’m pretty stoked to try it out, I’m just a little nervous about performance with so many new variables being introduced.
The groundwater mechanic is nice. I like the addition.
It might allow for a portrayal of things like septic systems and individual wells for a more rural development flavor.
Facilities without water or sewage could have their own draw and disposal rates until city services come. Could be a city planning type mechanic to allow it even.