Sleep, Receiver and Supplier Hours

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Vk56dehan
Posts: 201
Joined: 10 Aug 2017 20:04
Location: Virginia Beach, VA

Sleep, Receiver and Supplier Hours

#1 Post by Vk56dehan » 29 Sep 2022 16:15

I love how the dealerships are not open during certain times but receiver and shipper docks are open 24/7. That unrealistic aspect should be fixed. So that it works, we need to have a variable slider for rest/sleep time. Regardless we need that anyways with or without 24/7 docks for obvious reasons. Im not even gonna start to talk about sleeping in areas not "designated" truck stops such as shipper/receiver, ramps etc. Scs really needs to update with a lot of quality of life and unrealistic aspects in these games. Most of them seem fairly uncomplicated to incorporate......and there are a LOT of them.
Optional Features
Posts: 4750
Joined: 26 Sep 2019 20:14

Re: Sleep, Receiver and Supplier Hours

#2 Post by Optional Features » 29 Sep 2022 16:35

Yep, totally agree. There's no sense of urgency if you know the place will never close (even if you're late).
nater6540
Posts: 261
Joined: 05 Feb 2020 20:59

Re: Sleep, Receiver and Supplier Hours

#3 Post by nater6540 » 29 Sep 2022 21:24

seriousmods wrote: 29 Sep 2022 16:35 Yep, totally agree. There's no sense of urgency if you know the place will never close (even if you're late).
Yeah, it makes no sense to me too.
Optional Features
Posts: 4750
Joined: 26 Sep 2019 20:14

Re: Sleep, Receiver and Supplier Hours

#4 Post by Optional Features » 30 Sep 2022 08:10

Yeah, this is something at the heart of gameplay. There is almost no challenge, even with the limited features we have. Many of us want more features, but we could honestly have much more to do with what we already have.

We have, for example, random road events that cause the speed limit to drop. This could logically be connected to more than just construction sites and used to create random, popup traffic jams. Car accident? Speed "limit" drops to 25 mph. Medical emergency? Maybe the limit drops to 5. The more random, the better.

Now, a driver going from one side of the map to the other would have the real chance of running into a slowdown that could throw him or her off schedule.

How about the detour system? Right now, it just annoys us: in theory, it could be used with random road events to create long-term closures that lasted several in game days. Highway repaving project, bridge work, etc.

Then, there are all the electronic sign boards in game. These are useless right now, but they could warn us of upcoming accidents, scheduled closures, or give advice based on the weather (winter conditions, red flag warning, etc).

And then let's talk parking at rest areas and truckstops. If there was a non zero chance that a truckstop was full when a player arrived, that could throw a wrench in the mix as well. Can't find a spot here; can't find a spot there; finally found one, but lost half an hour of time.

Finally, back to the topic of closure hours. If we had the things above, none of which seem too far fetched, we would be fighting the clock on many a trip. Some times we'd have a smooth ride like we have all the time now. Other times, nothing would go right. That's the fun of a challenge: you don't always succeed.

And to the point of another forum user about animal collisions (to which I pointed out other types of dynamic road events like falling trees or boulders), there's yet another thing that on occasion could totally turn a trip on its head.

With these kinds of challenges instituted (of which weather was barely mentioned but could be an additional layer of complexity), driving in ATS (or ETS2) wouldn't be the snoozefest it currently is. Right now, we have players literally falling asleep at the wheel.

That can't possibly be the height of this game's potential.
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