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Driving through traffic
PUNCH IT!

Make it possible for traffic to be swerved through based on how high your driving skill and relevant stats are.
Only if you can get in a horrific freak accident for reckless driving on unlucky checks
100%
Traffic accidents gets an automated +1.
Give those meter maids something to do! (Sorry I meant cadets)
Adds a little bit more oomph to the driving skill, I love this, yes plz. The crashing bit, too.
I would probably add caveats to this, otherwise there's no point for bikes to exist.

For example… no cutting through traffic in a town car/limo. Only at very high speeds (meaning if you're stopping constantly to get a look at what's happening in the tube, you're going to get stuck). Once you hit traffic, you're stuck again... meaning traffic jams still create a problem.

I was under the impression that traffic was mitigated by high-level skill, driving speed, and the added bonus of using a siren, but I may be mistaken.

However, based on feedback in the below threads traffic is by design to limit the ground vehicles from traversing too fast, and it being all but impossible to catch individuals out in the open between super safe Green Sector living and Gold Sector corporate towers.

https://www.sindome.org/bgbb/game-discussion/ideas/tube-traffic-rebalance-2630/

https://www.sindome.org/bgbb/game-discussion/ideas/traffic-speeds-1897/

https://www.sindome.org/bgbb/game-discussion/ideas/driving-expressway-suggestions-1871/

https://www.sindome.org/bgbb/game-discussion/ideas/make-driving-the-express-less-of-a-mess-1499/

My question is why do ground vehicles have a limiter in place at all while aeros do not. How are we meant to catch those or stop them from zipping away too fast in their nigh impenetrable flying fortresses?

My question is why do ground vehicles have a limiter in place at all while aeros do not. How are we meant to catch those or stop them from zipping away too fast in their nigh impenetrable flying fortresses?

Vehicle combat, Player vs Vehicle Combat, EMP grenades, Surface to Air (Javelin-missiles), etc. The key differentiator is when a ground vehicles stops working - it stops. When a aero stops working - it drops out of the sky and can kill its occupants.

The tools exists.

The tools exist now, yes, but ground vehicles are still at a notable disadvantage in comparison. And they have to deal with traffic, which might be the most rage-inducing aspect of the game.

Since that's also the subject of this thread, I definitely support some kind of means to counter traffic with skill. At the bare minimum, it'd be nice if getting stopped by it didn't ruin queued pathing.

That's fair.

I think the disadvantage is by design due to cost, availability, usage, and a number of other factors. Much like ranged vs close-combat weapons they each have a balance to them.

For instance, if you stall out in a ground vehicle - you stop. If you stall out in an aero, you begin to plummet to your death.

In short, there is a wide gauntlet of advantages and disadvantages to account for here beyond traffic.

In the years I've been playing I haven't personally heard of an incident where someone plummeted to their death in an aero, only minor crashes here and there. The consequences are higher if you don't pay attention to stalls for sure, but the pros still vastly outweigh the cons. As far as I'm aware only ground vehicles are limited within the city too, as in all aeros are legal regardless of size whereas a particular ground vehicle is not.

Not trying to derail this topic but it seemed like a good opportunity to highlight some of the other glaring imbalances between ground vs air vehicles aside from just traffic.

In the years I've been playing I haven't personally heard of an incident where someone plummeted to their death in an aero, only minor crashes here and there.

It tends to only happen with newer pilots because the seasoned ones invest wayyyy more ue in piloting than most do in driving. To be transparent, you can the "E D C B"

That said, I think we've broached the topic pretty heavily. I'm open to any feedback to rebuttal you may have but just want to thank you for the constructive discussion despite us not agreeing.

Disagreeing is the only way to have a thorough discussion imo! The difference in UE investment is a good point, though I'll counter that with there being two methods readily available within the game to piloting at a more than acceptable level (stats allowing) sans the need to invest in the skill itself.

Ultimately, an aero can access almost any tile on the game board and vertical movement alone is a massive advantage. They are less accessible to theft, graffiti, and combat, and give PCs almost boundless access to the map. They can also cross vast distances faster without having to navigate around obstacles in other maps.

They are not restricted for their size, they are subject to less scrutiny for their appearance (I could never make sense of high profile corporate citizens using what is described as a cargo aero as their personal vehicle) but I'll add on that there are less of them to choose from overall so that may be a factor, and to touch on something you said earlier:

However, based on feedback in the below threads traffic is by design to limit the ground vehicles from traversing too fast, and it being all but impossible to catch individuals out in the open between super safe Green Sector living and Gold Sector corporate towers.

That means ground vehicles have an ADDITIONAL obstacle to a quick getaway than aeros do, because they are subject to all the mentioned methods of trying to stop them through player or vehicle-initiated combat, plus this, without the luxury of floating up and away to avoid being pursued through the tailing mechanic.

They are not restricted for their size.

They are. Parking is finite, aeros take up a lot of space, and piloting checks are influenced by factors depending on where you are and what's going on there. Also, ground vehicles typically accommodate far more occupants for your chyen than a aero does.

Otherwise, I concur. Aeros are pretty sweet. Yet the rub is for all that sweetness ground vehicles dominate the game. I feel like the game has a solid amount of balance between accessibility to aeros, annoyances of traversing the tubes, and market domination of ground vehicles due to less overall risk and affordability.

The tubes do suck and I think they should. Aeros do rock but at considerable cost and consideration of the user.

Should probably be a separate topic… Now let me push my beater through traffic!
Let me shoot GPS-enabled javelins that lock into the hull upon contact that enables me to track a vehicle, ground or air, for 24 hours before it goes dead.
The whole restrictions on size argument here is a little bit different because that mentioned ground vehicle is restricted for thematic reasons as it was built to be a mainly Mad Max-esque vehicle: there are similar IC restrictions/laws/definitions of what constitutes an aero. There just isn't an AV that crosses those boundaries in-game as of right now.
I won't say aeros don't have their drawbacks, everything does, but I'll die on the hill that their advantages will always heavily outweigh those drawbacks and that they are objectively more worthwhile in the long run.

Also by restricted for their size I meant legality, as you're free to pilot an aero the size of a small apartment through a city full of high rises no problem but the largest vehicle accessible to players (to my knowledge) is banned due to having an extra pair of tires.

Also by restricted for their size I meant legality, as you're free to pilot an aero the size of a small apartment through a city full of high rises no problem but the largest vehicle accessible to players (to my knowledge) is banned due to having an extra pair of tires.

Extra Pair Tires is the nice IC way of saying it has more hardpoints than any other vehicle in the game and will roflstomp whatever it wants if properly crewed.

Being restricted for its Mad Max-esque appearance and intended use falls short as an excuse when nearly any everyday vehicle can serve the same function with the right parts equipped. Theme is important but so is allowing some leeway for the sake of players' ability to use and enjoy their investments as well as, ideally, push plot with them.

If everyone followed that logic, we would have no illegal gun users. It used to be trivial to tow one of those into the city, and eventually it will likely be again.
There is a fairly significant difference in price between a gun and a large vehicle, to say nothing of the time and effort needed to assemble the latter.

You can also tote a gun around on you regardless of the restrictions, easily hidden or out in the open in areas where no one cares. You can't hide a car in your inventory, and speaking from experience you also can't park it in said area without people still threatening to have it towed :)

That's why most PC factions including megacorps have a dedicated garage, we have 4-6 independently leased garage-spaces, a plethora of hidden garages throughout the city, garage lockers for lease, and dare I say - aero tow trucks to hide such precious things away in even more remote locales.

If you truly want to get into illegal vehicles and combat - it's all right there waiting for you. Albeit, I'm still waiting on a handful of key changes and revisions to make it a hundred percent viable to operate a nomad gang in the badlands.

Another key delta between aeros and ground vehicles which failed to come-up - aero cannot blockade but ground vehicles can. Aeros are clearly designed for escape, evasion, drop-in, drop-out, and tactical strikes. Ground vehicles thrive in swarming the ground with meat to fight, blockading the tubes, and battlefield control.

A lot of thought and planning went into dividing the two up, but the game really has yet to experience a level of praxis with vehicles combat to demonstrate this. I hope this can change.

Traffic is really annoying but it does a surprisingly excellent job of creating a lot vehicle variety. When players are getting vehicles, they will generally not be ignoring any of the three 'groups' (bikes, cars, aircraft) and in my experience a major consideration weighing into the choices being made is traffic. Players do not like having their movement chain interrupted going to work!

Vehicles like the two-seater bikes and light aircraft all become much more unattractive options if traffic became depreciated, though if we were talking about like a curve of mitigation up to A skill so that only the most extreme investment could mitigate traffic then I would see no problem with it personally. I actually believed that was already the case but I don't play drivers enough to know how effective elite skill and stat investment is.

To be clear I'm not asking for the traffic mechanic to be abolished, only lessened in severity by merit of skillchecks and not interrupting your pathing if that's something that can be accounted for and coded at all.

There are times when it is literal stop and go every. single. tile. And no matter how realistic, this is utter agony to get through as a player. It used to be that you could at times push through the traffic, I assume based on skill, so there is already a base means to do this but somewhere along the line it seemingly was nerfed or changed because the rate at which I'm able to do this has gone down to almost never.

@ReeferMadness Yes the experience I mentioned was while keeping it in one of said exterior out-of-the-way garages, but maybe that was just a one-time issue.

Oh I didn't think you were! I was just responding to the topic in general.

I think it makes complete sense for professional drivers to have fewer traffic penalties.

Eventually extremely high level driving will become more desirable as vehicle combat sloooooooowly becomes more of a thing, but it wouldn't hurt to jumpstart those encouragements in the meantime. I thought they existed, but if they don't, they ought to!

Ooh maybe Chex drivers can have an Express Tube Pass or something or drive in a special lane that lets them bypass most traffic? Maybe only when the meter is on?