Transport Fever 3 – Einblicke ins Tycoon-Gameplay

Von kleinen Anfängen zu grossen Transportnetzwerken

Der Release am 29. September rückt immer näher, und wir freuen uns riesig, euch heute noch mehr vom Spiel zu zeigen.

In Transport Fever 3 geht es um weit mehr, als mit deinem Transportnetzwerk einfach nur Geld zu verdienen, denn deine Dörfer und Städte haben viele unterschiedliche Bedürfnisse, die sich im Laufe der Zeit weiterentwickeln. Sich jeweils um ein Bedürfnis oder Problem nach dem anderen zu konzentrieren, ist der Schlüssel zu deinem langfristigen Erfolg als Tycoon.

Stetig stellen sich neue Herausforderungen, die gemeistert werden müssen: Nicht nur müssen Güter zur richtigen Zeit geliefert und effiziente Verbindungen im öffentlichen Nahverkehr aufgebaut werden, sondern gleichzeitig müssen auch Verkehrsprobleme verhindert oder bewältiget, die Verschmutzung und den Lärm unter Kontrolle gehalten und die Zufriedenheit der Bevölkerung im Blick behalten werden. Je erfolgreicher du wirst, desto anspruchsvoller werden die Aufgaben.

Grössere Städte bedeuten auch komplexer werdende Anforderungen, und desto mehr werden deine Fähigkeiten auf die Probe gestellt, wenn es darum geht, optimale Lösungen zu finden. Genau diese Kombination aus Planung, Management und effizienten Taktiken macht das neue Tycoon-Gameplay zum ultimativen Ziel von Transport Fever 3. Wir hoffen, dass es euch genauso gut gefällt wie uns! Aber denkt daran: Selbst die grössten Tycoons brauchen von Zeit zu Zeit Urlaub. Wenn ihr also lieber spielen möchtet, ohne euch um all diese Faktoren kümmern zu müssen, könnt ihr euer Spielerlebnis vollständig anpassen. Entscheidet selbst, wie stark einzelne Aspekte wie Lärm, Verschmutzung oder euer Ansehen bei einer Stadt ins Gewicht fallen sollen, oder schaltet sie einfach komplett aus… falls ihr aber ganz mutig seid, stellt ihr sie auf das Maximum um wirklich herauszufinden, was in euch steckt.

Transport Fever 3 ist mehr als nur das freie Spiel, mehr als nur die Kampagne, mehr als nur der Sandbox-Modus und mehr als nur Modding. Es ist genau das Spiel, das du daraus machen möchtest – geprägt von deinen Entscheidungen und davon, wie du spielen möchtest. Jeden Tag kannst du es aufs Neue gestalten und auf deine ganz eigene Art spielen.

An dieser Stelle möchten wir uns auch noch ganz herzlich für das unglaubliche Feedback bedanken, das wir seit der Ankündigung des Releasedatums und dem Start der Vorbestellungen erhalten haben. Das gesamte Team von Urban Games freut sich ausserordentlich über die grossartige und positive Resonanz, und wir alle können es kaum erwarten, eure eigenen Welten entstehen zu sehen.

Vergesst also nicht, Transport Fever 3 hier vorzubestellen oder sichert euch hier die Collector’s Edition!

20 Antworten

  1. The music and background noise is insanely loud again. The first minute has crackling firework sound as if my headset is broken. After that the blasting music takes turns with rumbling motor vehicles or highpitched wind. Do you even listen to the video again yourself?

    1. It’s not insanely loud… It seems perfectly well balanced to me, maybe you’ve just got your headset turned up so far that it’s clipping?

      I think it’s nice to hear the game sounds as it gives you an impression of the sound design. Sam is perfectly clear for me.

    2. Broski, have you considered the possibility that you have bad headphones? The audio is completely fine to me.

  2. The game has developed really well, I still remember purchasing Train Fever.. 🙂 I have many questions and can’t wait for the game to be released in a couple of weeks!

    For now, I just have 1 burning question.. In the First Look: Highlights video Sam mentions that there over 300 vehicles in the base game and growing which is wonderful news, however the art books only showcases roughly 260 vehicles.. Iconic trains from TF2 like the Flying Scotsman, BR103, BR 218, V200 appears to be missing? Are they left out on purpose?

    Good look with the upcoming release!

  3. Does every passenger have a car now? In transport fever passengers had two details under there schedule, that being transport preference and if they own a car. Why were those fractures removed in the past and this game?

  4. I know you’ve mentioned a lot of toggles/sliders for options which I think is great. We get to decide how we want to play and make endless challenges or ideas for our playthroughs, amazing!

    I have a question whether there is a specific one as well for costs. The video shows the different colours representing the town’s current status in every area: green is growing and happy, yellow should probably be looked at and something needs to change, and red means stagnant and not growing at all.

    Is it possible to make it so that red status is even more impactful than simply not growing? An exponential increase of costs for example?

    I imagine that if you’d let the game run for a while and without touching any towns at all, some growth will happen and then sooner or later most things turn red by themselves. That’d make it unplayable if ALL towns in red would drain your wallet passively.

    But maybe.. what if this would only happen to player-changed infrastructure or vehicles? What if they have a separate cost involved outside of regular maintenance (and cost in emission for example), that would simply be a result of the unhappines?

    Anyway. The community has many many many ideas, I really hope for an active dedicated team or member from UG to actively be involved in some channel regarding these ideas.

    I will be watching this recent video another 10x anyway and look forward to the next videos and soon enough get my hands on the game itself.

    Oh yeah! Will there be more specifics ahead of launch regarding a time of day as well as any pre-downloading ahead of this release time?

    Thanks team!

  5. Watching this has led to another question.
    In TpF2, the amount of money you received from a delivery was based on how fast it got to the destination, with the vehicles and linear distance taken into account.

    Is it the same in TpF3? Or will you get the same amount, so long as the delivery arrives within the spoilage timeframe?
    Because, say, you have a production plant on one side of a big city and the delivery location on the other side. Would you be financially punished for making a longer dedicated route going around the outside of the city to avoid driving the vehicles through residential areas to avoid noise and pollution?

    Another situation: a big mountain in between two points. You can make a road go around the mountain to get to the delivery point just in time, or you can spend the money to go through the mountain to get there 3 times faster, with extra time to spare on the good spoilage. Will the shorter route end up making more profit in the longer term? Or would the detour route earn the same since they both made it in time?

    A lot of focus has been put on the city growth mechanics and all the new stats (which are all awesome) but not much on how profits work from delivering.

    Thanks!

    1. Cargo deliveries are priced based on the type of cargo being delivered. Providing you are within the time limit for that cargo type you’ll earn the same amount regardless of how far that cargo has needed to travel.

  6. The ship on the image does not look like any of the ships in the vehicle book of the collectors edition. Are there more vehicles in the game now than in the vehicle book?

    1. That was my exact question.. Iconic vehicles from TF1 & 2 like the Flying Scotsman, BR103, BR 218, V200, RABDe 12/12, Mercedes Benz O 6600, Opel Blitz, and many more appears to be missing! Also note that TF2 already had 300 vehicles from day 1 with no cargo trams. I really hope to see the above vehicles in the base game as they gave me lots of joy!

      1. maybe the ship is from a mod? I could also imagine that is the reason why some classics are not part of the basegame, because they are already available as mod?

  7. Will population density and vehicle capacity be scalable with something like a slider (or two)? I understand you are doing lots of testing and optimizations to get the ideal balance between map size, performance, population, capacity and simulation, but will players be able to adjust these settings for themselves in case they have beefy hardware?

    1. We don’t have specific settings for these within the game, but they are moddable. Because the game economy and growth balance are crucial to keeping the game’s level of challenge in the right place this isn’t something we could offer in for regular play as they’re very much linked together. That said, we’d be very surprised if mods for passenger capacities or two growth didn’t appear very quickly.

      1. Passenger capacity is one of the few things that really need to be added to the base game because it’s too unstable for modding. Will we have mods appear quickly? Yes, but this might cause all sorts of mod conflicts, bugs, etc. Maybe not at release, but some point in the future it would be great if UG can add this in base game. It doesn’t need to be fleshed out, or heck, even added as a base game feature, since as you said, modders can take care of that. But we really need the foundation for it built into the game for a stable experience.

    1. We have no plans to add multiplayer to Transport Fever 3. Our aim remains the same as always – to make the best single player experience we can with the game.

  8. Do content creators already have hands-on access to Transport Fever 3, and are they waiting for a content embargo to lift? Also, are airports fully modular like train stations in TF3?

    1. You will be able to see gameplay from independent channels before the game is released, and the embargo will drop with plenty of time before the game is out. Why have an embargo? Purely to allow videomakers time so they don’t have to rush, to avoid there being too big an incentive to try and be first to post.

      In the present version of the game there is some extra modularity within airports to accommodate helicopters, but the airports themselves follow a similar layout to the previous game. We know that there are some experiments going on both in the studio and with modders to see if there are more options possible, but at present please expect airports to work very similarly to how they did in the last game.

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