Actually, my original suggestion (/request) was "Give me an option to stop my network becoming overwhelmed"PikkaBird wrote:audigex's original suggestion seems to be simply to hide passengers who aren't transported. My question is what does this mechanism add versus, for example, just ignoring the extra passengers?
I'm not an OpenTTD developer, I don't know the internal mechanics of the engine, and I wasn't particularly trying to give the full solution... I was suggesting a change I'd like to see I'm well aware that the line between "Trivial" and "Impossible" can be quite fine in game development, and if it never happens it never happens... the discussion after that was just vague throwing around of ideas of how it could be achieved.
Reduce passenger number patches work quite well later in the game, but I find they're a bit of a blunt instrument - ie if you lower game-wide pax numbers sufficiently in order to make the "core" of your network sensible, the rural areas become a complete ghost town. It works to an extent, but it lacks finesse.
What I'd love to see would be a huge overhaul of how passengers, trains, shared orders and "rail networks" (rather than a combination of lines) work. But all I'm really asking is that if a CargoDist link is running above 100% capacity, people stop trying to take that link, so that we never see huge numbers of passengers waiting at a station.
In the real world, people stop getting trains when they hit a stupid level of overcrowding: I'm just asking that if I forget to check a station for a while and haven't upgraded the trains, I don't return to find 2,000 waiting passengers. One thing that does help to an extent is turning off the ability for towns to build roads, but it doesn't solve the problem, only prevents it getting horrendous. And it means that the game doesn't develop naturally, I have to become the city planner.
As someone said, it currently feels like OpenTTD is Tetris: it eventually just becomes a neverending torrent of blocks tumbling towards you.
I guess I'd just like to see network capacity factor in to town growth and passenger production to a greater extent. It seems a lot of us like to play in a "realistic" game style, and this would help. I don't want everywhere to need a 4 track mainline with 10-car duplex high speed EMU's.... I like little rural lines too, but they quickly become impractical.