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OpenTTD - Special deliveries (Drugs, Alcohol, Cigarrets...)

Posted: 31 Oct 2013 09:36
by davil96
Hello dear OpenTTD-Community,

imagine a time where corruption and drugs where big things like in the serie 'Boardwalk Empire'. You are the head of a criminal organisation and have to transport goods and let your mans sell it in town.

Your task is to deliver goods to workplaces and towns and always bring resources to your productionplaces in order to make the 'big money'.

For the modders of openTTD, there are several things to impletend:

'special delivieries' like
  • drugs(heroin, marijuana, crystal, etc.)
  • alcohol
  • cigs
  • black money
  • illegal immigrants (slaves)
  • weapons(!)
  • and so on.
To bring a good game atmosphere and a good connection to these added goods there should be new buildings aswell, like:
  • bars, saloons
  • raffinaries(alcohol, drugs, etc.)
  • weapon factories (should be small and inconspicuous and look like little occupied houses in the landscape, because the most weapons were made in the basement and no one should have a clue whats happening in the house..)
  • drug plantations
  • cig factories
  • slave houses ( for slaves, should look abandoned)
  • maybe a little port for the illegal immigrants when arriving from the sea.
The black money could be deliverd to the bank as well.

Everyone who can port this idea to a mod is free to do it.
You don't need any permissions for it.

Re: OpenTTD - Special deliveries (Drugs, Alcohol, Cigarrets.

Posted: 31 Oct 2013 10:02
by kamnet
Why not yourself? It sounds like you've got a great idea, and this could easily be implemented as a NewGRF set that replaces industries and town buildings. Learning how to draw new sprites or to develop the code may not be simple, but it's not difficult to study and practice.

Re: OpenTTD - Special deliveries (Drugs, Alcohol, Cigarrets.

Posted: 31 Oct 2013 10:34
by TinyMusic
I'm not sure if illegal drugs, slavery and weapons are suitable for OpenTTD :lol:

Re: OpenTTD - Special deliveries (Drugs, Alcohol, Cigarrets.

Posted: 31 Oct 2013 10:58
by kamnet
It may not be suitable for OpenTTD developers to work on, but individuals are certainly free to develop anything they want.

Re: OpenTTD - Special deliveries (Drugs, Alcohol, Cigarrets.

Posted: 31 Oct 2013 13:27
by davil96
kamnet wrote:Why not yourself? It sounds like you've got a great idea, and this could easily be implemented as a NewGRF set that replaces industries and town buildings. Learning how to draw new sprites or to develop the code may not be simple, but it's not difficult to study and practice.
Unfortunately, i don't have time and desire to do it myself :P
UseYourIllusion wrote:I'm not sure if illegal drugs, slavery and weapons are suitable for OpenTTD :lol:
It is ! :D
I mean you have to transport resources and products to your bars, weapon houses, slave houses and so on ^^

Re: OpenTTD - Special deliveries (Drugs, Alcohol, Cigarrets.

Posted: 31 Oct 2013 13:50
by planetmaker
While I indeed can imagine certain historic or futuristic scenarios, it depends on how you interpret item #3: https://secure.openttd.org/wiki/Objectives

Re: OpenTTD - Special deliveries (Drugs, Alcohol, Cigarrets.

Posted: 31 Oct 2013 14:35
by kamnet
davil96 wrote:
kamnet wrote:Why not yourself? It sounds like you've got a great idea, and this could easily be implemented as a NewGRF set that replaces industries and town buildings. Learning how to draw new sprites or to develop the code may not be simple, but it's not difficult to study and practice.
Unfortunately, i don't have time and desire to do it myself :P
Then it will likely never become a reality. Most people who can code or draw are tied up with their own projects to take up somebody else's cause. However, if you're willing to provide the initiative to do some of the groundwork, such as drawing the sprites or doing the code, it's much more likely that somebody else who has a few minutes of spare time will volunteer to help your project along.

Re: OpenTTD - Special deliveries (Drugs, Alcohol, Cigarrets.

Posted: 31 Oct 2013 17:18
by davil96
@kamnet So tell me what the suggestionarea is for.

Re: OpenTTD - Special deliveries (Drugs, Alcohol, Cigarrets.

Posted: 31 Oct 2013 17:33
by Eddi
we've been wondering that for years.

the most convincing theory i heard was that it's a honeypot for things that the developers don't want to read, so it's easier to ignore. :)

Re: OpenTTD - Special deliveries (Drugs, Alcohol, Cigarrets.

Posted: 31 Oct 2013 17:42
by Trond
Sounds like a fun one :)

Maybe someone will take the bait ;)

Re: OpenTTD - Special deliveries (Drugs, Alcohol, Cigarrets.

Posted: 31 Oct 2013 21:54
by kamnet
davil96 wrote:@kamnet So tell me what the suggestionarea is for.
A suggestion is just what it says it is, it's an initial stage. With that said, the developers are not going to spend time creating deviations from the standard OpenTTD game and mechanics unless it brings a significant improvement to gameplay. Since your suggestion can be entirely fulfilled via independent NewGRF development, that's the best way to go, and the tools and code to do that is free, open, and available to anybody who is willing to put in some time and effort. Projects like this are typically more likely to succeed when the person who suggests them takes a significant role in helping to develop them. We have forums where you can ask questions and get answers from experienced players, developers, coders and artists, and the more active you are, the more you work on it, the more likely others will be to help. And it's not unusual to see a project that starts with one person blossom to a team effort with more people jumping on-board who can help to expand and polish what you've started.

Re: OpenTTD - Special deliveries (Drugs, Alcohol, Cigarrets.

Posted: 07 Nov 2013 18:19
by Voyager One
planetmaker wrote:While I indeed can imagine certain historic or futuristic scenarios, it depends on how you interpret item #3: https://secure.openttd.org/wiki/Objectives
I remember a discussion about someone suggesting making racial segregation possible in vehicles, IIRC separate black/white places or refitting to more places for "lower" races or even allowing cattle cars and boxcars to be reffitted to an extremely high capacity of people - no further comment on that suggestion is needed.

As I see it, this drugs/alcohol/slaves/... stuff should be treated with the same "respect", no offense to anybody who wishes to make "realistic" scenarios.

Yes, most of us are adults who know about this but we all have to remember that there are thousands and thousands of kids who play this game too.

Personally, if I were an OTTD developer, I wouldn't even allow making a non-trunk GRF for these things and I'd apply the rule #3 VERY strictly. My penny... if it's worth anything.

Re: OpenTTD - Special deliveries (Drugs, Alcohol, Cigarrets.

Posted: 07 Nov 2013 21:18
by Kogut
Eddi wrote:we've been wondering that for years.

the most convincing theory i heard was that it's a honeypot for things that the developers don't want to read, so it's easier to ignore. :)
Note that direct implementation is not the only thing that developers may do. Years of suggesting "make citybuilder possible in trunk" (I remember posting this suggestion or even some really bad patch) are probably in part reason for making Game Scripts possible.

Re: OpenTTD - Special deliveries (Drugs, Alcohol, Cigarrets.

Posted: 07 Nov 2013 21:38
by Eddi
And here i was thinking the developers did everything in their power to destroy citybuilder communities :p