Planning, Project cost, audit before final construction
Moderator: OpenTTD Developers
Planning, Project cost, audit before final construction
Hi! First - sorry for bad english. Try to explane idea.
Real organization before start construct big project - make some research, project cost. Some times this task performed by contractors. Main purpose of this preparation - know PRICE of project, estimate risks and anticipate profits.
I know in game SHIFT+build show cost only for one section. But..
It's real to implement this step in game? Example: in constraction menu add some switch "Planning". While this mode enabled - player see summary project cost and what actions will be performed after start build (in non-planning mode), but nothing builds, nothing destroed.
PS: One topic for one idea? Have some other suggestions.
EDIT_1: After use this mode player pays some money (in game coins) - like in real life for project research\audit.
Real organization before start construct big project - make some research, project cost. Some times this task performed by contractors. Main purpose of this preparation - know PRICE of project, estimate risks and anticipate profits.
I know in game SHIFT+build show cost only for one section. But..
It's real to implement this step in game? Example: in constraction menu add some switch "Planning". While this mode enabled - player see summary project cost and what actions will be performed after start build (in non-planning mode), but nothing builds, nothing destroed.
PS: One topic for one idea? Have some other suggestions.
EDIT_1: After use this mode player pays some money (in game coins) - like in real life for project research\audit.
-
- Tycoon
- Posts: 2781
- Joined: 22 Feb 2011 18:34
Re: Planning, Project cost, audit before final construction
There are already NewGRF's with planning tracks in them, that could be used a bit for what you want.
For the rest, I think this will provide more problems than added gameplay-value and code maintainability for developers. I foresee all kinds of problems with making the planning definitive. What if something already has been built on a spot I planned something? What if I destroy something that cannot be destroyed because there is a vehicle on that tile?
For the rest, I think this will provide more problems than added gameplay-value and code maintainability for developers. I foresee all kinds of problems with making the planning definitive. What if something already has been built on a spot I planned something? What if I destroy something that cannot be destroyed because there is a vehicle on that tile?
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
Re: Planning, Project cost, audit before final construction
i think all of those problems are solvable, they just need someone working on it.Transportman wrote:I foresee all kinds of problems with making the planning definitive. What if something already has been built on a spot I planned something? What if I destroy something that cannot be destroyed because there is a vehicle on that tile?
it could be a really good feature if done properly.
Re: Planning, Project cost, audit before final construction
Implementing real-life scenes, with project planning would be great.
Re: Planning, Project cost, audit before final construction
It would be a different game.
Being a retired OpenTTD developer does not mean I know what I am doing.
Re: Planning, Project cost, audit before final construction
Important point - player CAN'T build project objects just clicking on one button. After exit from project mode player got just summary cost of project (maybe with additional statistics). And i think in this mode timeline of game must be counting, not accessable in pause like usual in-game constructionsTransportman wrote: For the rest, I think this will provide more problems than added gameplay-value and code maintainability for developers. I foresee all kinds of problems with making the planning definitive. What if something already has been built on a spot I planned something? What if I destroy something that cannot be destroyed because there is a vehicle on that tile?
-
- Tycoon
- Posts: 2781
- Joined: 22 Feb 2011 18:34
Re: Planning, Project cost, audit before final construction
So once they exit the mode, everything is erased and just some cost is returned and to get the real work done, they basically have to do all steps again? I think that is a bit useless, especially in OpenTTD where money is often not that tight after the initial startup.GOID wrote:Important point - player CAN'T build project objects just clicking on one button. After exit from project mode player got just summary cost of project (maybe with additional statistics). And i think in this mode timeline of game must be counting, not accessable in pause like usual in-game constructionsTransportman wrote: For the rest, I think this will provide more problems than added gameplay-value and code maintainability for developers. I foresee all kinds of problems with making the planning definitive. What if something already has been built on a spot I planned something? What if I destroy something that cannot be destroyed because there is a vehicle on that tile?
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
Re: Planning, Project cost, audit before final construction
Possibly a planning mode could be good, where you take a series of actions to check alignments/sizes of stuff etc.
Who is online
Users browsing this forum: No registered users and 6 guests