#8
Post
by Optional Features » 09 Aug 2021 07:23
We know scs planned something like this years ago based on the fact all of the early default trucks had separated doors and hoods. An early teaser of the game even showed these parts animated on an early version of the 579.
But the fact large potatoes and we love the community skins take development time over this is astonishing.
Nothing about walk mode seems difficult from a theoretical perspective. Like in the store, fix the camera to a set height, and add nodes/triggers to do various things.
It would really add to the immersion of the game and allow modders to take things a step further and add additional features.
But none of these things seem to be a priority, and I'm not sure why? Trucking is a lifestyle, and any game that accurately represents that life should reflect parts of trucking other than staring out the windshield.
There are papers to sign, axle weights to monitor, air lines to connect, tires and fluids to check, loads to secure, and much more.
Rig N' Roll gave players cutscenes back in the day to show some of the other parts of the trucking life.
Truck World Australia (still in development) added manual fueling before a beta even has surfaced.
And Truck and Logistics Simulator allows players to load trailers manually with a forklift.
And Farming Sim, which doesn't even have a gearbox, allows you to get out of the cab, load pallets with a forklift, connect dollies and trailers, drive machines onto lowboys, and strap down cargo. With a few mods, you can manually connect air and hydraulic lines, toggle switches in the cab with a click, and use cranes to unload/load larger cargo.
ATS is already a good game, but it could be a great game if we had more to do than drive. I think I can speak for a significant chunk of the playerbase in saying I'd much rather be able to interact with my environment (and the truck and trailer itself) rather than get another 1000 miles of road that I can drive in a weekend.