1. Worldwide Rush
  2. News
  3. Worldwide Rush | Blogpost 9

Worldwide Rush | Blogpost 9

[p]Hi everyone![/p][p][/p][p]This week we would love your feedback. Mainly about infrastructure, but any feedback is welcome. Like what do you think is the weakest part of the game currently? These blog posts tend to attract some good and lengthy feedback that we can test and implement. I tend to distance myself from these discussions because developer opinions and views usually steer the feedback, and it becomes less accurate of what players want. I loved the idea of Discovery mode without timers as a more natural way of expansion, but adding more game modes is a bit too late. Instead, we added a no-lose condition with achievements intact, so if you enjoy playing in a certain way, you should be able to. Achievements are tied to managing difficulties either way.[/p][p][/p][h2]City Infrastructure[/h2][p][/p][p]City infrastructure is meant to improve your company operations in one way or another. Important cities will have more slots for potential buildings, and smaller cities will have less. Every 5 levels a new slot will unlock until all available slots are unlocked. Only companies with a hub in the city can buy additional buildings. These buildings have various effects, and there can only be one of each in a single city. This provides more reasons to buy a hub and increase city level.[/p][p][/p][h3]Hotel[/h3][p]Hotels will increase passengers indirect capacity in a city, allowing you to create real hub cities that can handle huge amounts of traffic. Additionally, it will increase city trust generated by your company vehicles. Hotels will have several levels.[/p][p][/p][h3]Fuel Depot[/h3][p]Fuel depot will decrease vehicle operation costs, making your vehicles profitable with fewer passengers. New profits should offset fuel depot maintenance costs.[/p][p][/p][h3]Support Center[/h3][p]Support centers will increase your company vehicles trust generated in a country. This bonus will not be huge alone, but constructing this building in multiple cities will greatly improve your odds against competition.[/p][p][/p][h3]Marketing Agency[/h3][p]Marketing agency will increase passenger generation from the city it exists in. This is like a double edge sword. You get many more passengers to make a profit, but your lines will be overcrowded much more easily. Marketing agency will have several levels.[/p][p][/p][h3]Wholesale Vehicle Broker[/h3][p]Wholesale vehicle broker will search for additional vehicles that your company uses. This will increase the amount of new vehicles in inventory manufacturers have once you use all of it in a month. This resolves a problem that appears later on with low-quantity higher-tier vehicles and big profits.[/p][p][/p][h3]Headquarters[/h3][p]Then there is headquarters. There can only be one such structure per company in the whole world. Right now it increases trust generated in a city and country. Then we wanted to add a monopoly aspect to it, disallowing competition from entering the city, making your safe haven. But implementing this would require a lot of code rewrites. We would like to avoid introducing a new collection of bugs so close to the release.[/p][p][/p][p]There is still time to suggest new buildings. What problem do you tend to have, and do you have a building with a buff in mind that would fix it? Please let us know in the comments. At the end of the day our goal is to make the game enjoyable for you all.[/p]