And optimization with multiple factors is always a balancing act - you can only truly optimize one thing at a time, and our goal in this game is to make sure that the "longest road" (the longest distance any one car will have to make to reach a corresponding destination) is as short as possible. Imagine that the destination is the company, and the house is the residence. but Note that compared to the mini subway, the principle of this game is not the same. game, you have two buildings that need attention: houses and destinations. Keep in mind that this does NOT apply in every situation - The more houses you have, the more competing goals you will have in the name of optimization. Mini Motorway is the same as the predecessor Mini Metro. Firstly, your cars will drive shorter distances on average, and you will also end up using fewer tiles for longer distances, rather than stairstepping everything. This is one of the easiest ways to step up your game, and the benefits are twofold. It might be tempting to just draw a road to the left, like this:īut the more optimal way would be diagonally, which shaves off a fraction of a second for any car pulling in: Optimizing Road TilesPretend I have to connect this light blue store to some houses that are coming in from the south. Some stores that appear may have two buildings in them (keep in mind, you can direct traffic THROUGH these! can come in handy, but don't divert a huge amount of traffic through them or the cars can't service them!).įurthermore, if you're coming from Mini Metro, you might distress when a few houses are formed way out toward the edge of your map - this is okay! Houses are just "car generation resources" and can't cause you to lose - it just means you might need shorter roads to the other houses of that color and their destinations to pick up the slack. You'll notice that, save for challenge criteria, some "square" buildings might be upgraded to "circles". It should be noted that there are several different types of buildings, each with a different "pin generation rate", so to speak. If you let that timer build all the way up, it's game over! If too many build up in a particular building, a timer begins, accompanied with a "ticking" sound. Pins are located at "destinations" (stores and other buildings). They are happy when they can travel to a pin and go home. Look at my post "Here's how you can get high scores in normal mode" from a few days ago if you want to see what I mean.Cars are fairly self-explanatory. Actually, it's usually best (score-wise) to only have one permanent line. It's better to have more than one such line. In normal mode (which I rarely play anymore), you mention that it's best to have a "relief line". :)ĭon't forget to pause and think, and also (as you already mentioned), learn from your mistakes. A late-game fix doesn't have to be pretty. Participate in the challenges and show off your skills 10.8k. Discuss strategies, ideas or (new) features. When an extreme game is about to end, you can often extend it quite a bit (score-wise, not so much time-wise) by looking hard for extreme solutions to fix a station. Everything Mini Metro Post your GIFs and screencaps. You should basically wait for as long as possible before any and all decisions you make during the whole game. You shouldn't just wait in the beginning in extreme mode, though. You mention waiting the first week, especially in extreme mode. Mini Metro is unique in that these timing decisions actually effect the gameplay, so tweak these values with the utmost care Stations Most of the station sounds are immediate and thus locked in, however it's worth noting that station events such as spawning and mutating (one station type morphing into another) will trigger new bass notes. Have another line go through those stations instead, if possible. This can be generalized into the following: If a line is doing fine except for one or two stations, don't add a train or carriage. If you're pretty much forced to have more than one circle in a row (mainly in extreme mode), you can fix that later by adding another line to one of them.
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