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What is "Infrastructure Sharing"? Please describe what this patch does.
I've made some change to Vikthor's tracksharing patch from subsidiaries & contracts thread.
I really hope this is MP stable, it seems to be ok on my LAN, but I would like to see it tested on the net (Ammler ? )
what's in :
patch setting to enable sharing of :
airports (and air depots)
and also :
depot owner provision (% of build cost)
cost of 1000 tons per tiles on shared tracks
landing fee (per tons of cargo capacity)
fee for harbours (new)
fee for road stops (new)
enable each activated patch settings to be selected by player (see screenshot)
set delay for individual settings validation (so you won't be surprised by brutal change of prices)
When activated, individual settings can be set via your company windows (button "sharing" under "build HQ")
Bankruptcy is a relatively rare phenomenon. Someone disabling sharing is much more common, and in such cases you need to 'remove' the trains anyway, one way or another.Eddi wrote:i want to throw a question in here, why is selling competitors's trains on bankrupcy a favourable solution over making the tracks "owner none" instead (unifying this with the behaviour of roads)
Infrastructure sharing, in a nutshell, means that you can choose to open your infrastructure to other players. You can select which parts of your infrastructure (e.g. train tracks, airports) you open and ask a certain fee for it.
some kind of world map overlay to see which tracks you are allowed to run your trains on.
But it still might be hard to figure out, if there is a single piece of track, which isn't shared... Any ideas?
So, I would add a freature wich allows a player to teleport one or all of his trains (who are on an opponents track) to his nearest own depot. In exchange, the train can't be used for a certain timespan .. maybe 2 month or something like that. (To prevent malpractice)
This feature can be used to save trains wich have been trapped by an opponent and should be automaticly used if the owner of the track a train is using doesn't share his infrastructure anymore.
(Btw.: I know, that my english isn't very good ... but what the hell is "Infratructure"? (Thread-title))
I'm in favour of the teleporting idea.Buhmann wrote:So, I would add a freature wich allows a player to teleport one or all of his trains (who are on an opponents track) to his nearest own depot.
Real life example: if I park my car in a place where I shouldn't put it, it will be towed to a depot. At the depot, I can collect my car after having to pay a fee.
Now back to the trains:
- If someone disables IS, a warning should be issued that you have x months to remove your trains from your opponents tracks.
- Trains already on opponents tracks should be able to use those tracks until they find your own tracks. Trains not on opponent track should not be allowed on those tracks.
- If you fail to get all your trains off in x months, the remaining trains will be teleported to the nearest own depot and stopped.
- For each teleported train you'll have to pay a 'towing fee'.
- If the fee is larger than the remaining value of the train, the whole train should be deleted, no fee charged and no refund for the train given.
- If the fee is smaller than the remaining value of the train, the fee should be paid immediately.
In order to prevent abuse:
- At the time a train gets teleported, it should be checked if that train is able to find a route to your own tracks/depot/whatever.
- If so, you pay the whole fee.
- If not, both you and the opponent pay half of the fee.
This should stimulate the opponent not to remove access to your network so that you have the opportunity to get your trains off in time.
This is just my 2$. I don't know how hard it is to create such a feature or if it even works. Just an idea which is open for discussion.
Something with trucs I reckonBuhmann wrote:but what the hell is "Infratructure"?
Ahh, it was close enough that I didn't notice. Throw in the stuff about not knowing English well and I assumed you really didn't know.Buhmann wrote:I know, what Infrastructure is. But there's a typo in the thread title.
Although there are many valid reasons for doing this, I don't think everyone would be happy with the idea. For instance, they may be aesthetically minded and be using old trains that look different (e.g. with Pikka's renewal sets) or may simply not be available anymore if they've turned off persistent engines. And there's extra effort in that you have to then find the trains that have gone missing, remember what they look like and often have to remember their orders so you can replace them.
If people see it as a good enough feature then I guess it could be made optional?
Well, I figured that if the value of a train is less than the towing fee, it's not worth keeping it. But keeping old vehicles is a good argument against that.yoyo1505 wrote:but I would object to automatically deleting a train if the towing fee is larger than its value.
Maybe charging a years worth of running costs as towing fee could be a good solution for all cases, without automatically deleting trains.
Allowing this would also introduce another issue when a company can connect to your railway anywhere they want instead of just where you have left a "loose end" for connection.
As in trains pass from blue track to yellow and vice versa?
And thanks again to who ever made it, multiple companies with big networks made the maps look a mess, this neatens it up and even the track now pays for itself.
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