-
Notifications
You must be signed in to change notification settings - Fork 30
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Idea: Traffic Accidents #67
Comments
This is one of the first things I thought of doing but is also one of the more complex. It's certainly possible, though. I'd love to dedicate my time to this but I'm currently buried in other features that, in my opinion, have a bigger priority at this point. But feel free to go ahead and search for a solution. If you need any help, let me know and I'll try to get back to you ASAP. |
IMHO it would be better to start with vehicle breakdowns (as that would be a bit easier and cover some of the prerequisites for accidents):
Initially car would remain broken down for random amount of time, then magically become fixed and start driving again. Later upgrade would be to send out a repair truck (ideally from a car garage?) to repair vehicle. Random chance that car could be 'written off' and towed to a dump / scrap yard. Once that's in place you are more or less ready for accidents:
Would likely also need ability to do lane closures (complete with props, maybe placed when emergency services arrive). If multiple emergency service vehicles on scene would probably want to limit how their light sources work to reduce GPU load. Could then further extend to things like police chases which in turn could be another source of accidents. Cars cutting across more than one lane, or driving in to road (after being parked) on busy roads could also be sources of accidents. |
Overview
Would be neat for different road sections to trigger accidents at different probabilities. Accidents could require different emergency services or all based on pseudo random probabilities and different road blocks could incur increased or decreased levels of accidents (and their severity) such as intersections or high/low volume areas.
I haven't looked at what's possible yet so let me know if this is way out in left field but I think it would be neat to try. Also as far as I know there are no accidents currently in the game so it may not be possible to add.
Details
More
I'll try to contribute or look into different options for this, but I'm in the process of moving and house renovations so my time is currently limited.
The text was updated successfully, but these errors were encountered: