Xander wrote:The whole point of the game is/was about moving things as far as you can, as quick as you can, as cheap as you can.
Hmm, yes, no disagreement there. But the original game was a radically smaller map than many of us choose to now use. I spent what seemed like most of 1996 playing original Transport Tycoon, and it was a rather different game to the flavoursome beast we now have in the form of OpenTTD. (For a start, most of the time was spent placing and tweaking signals on rail routes, which is an entirely story).
For various reasons I am interested in tweaks to the economic model that also *preserve* the essential method by which a transport company gets paid (a charge per ton / mile, modulated by the time sensitivity of the cargo). My motivation for this is that I find it damaging to the integrity of the game world that industries accept unnecessarily high (bizarrely high)
payment rates for cargo.
(insert 'in my view' throughout this, it's highly subjective, I'm also potentially rambling here).
There are many things in games which don't and should not reflect reality. However the cargo acceptance model goes way beyond a plausible suspension of disbelief. Industries do not act as discerning customers, but simply accept whatever we, the transport company, choose to deliver to them, at whatever transport cost.
(Digression) What we have currently is seriously limited as a 'game'. For a player, the basic rewards of a 'game' are usually:
1. figuring out what the challenge is ("I get it" = a dopamine hit).
2. increasing skill level ("I'm good at this" = a dopamine hit).
In OpenTTD these rewards are met by:
1. understanding that you are extremely likely to win as you long as you start the game by shipping coal from a mine to a power station over a relatively flat route.
2. getting good at managing routes to meet the various game goals.
Beyond that there's really not to the 'game'. However because OpenTTD constantly evolves, and there are also regular newgrf releases, it remains rewarding to try out new features, newgrfs, or different tactics, or different self-imposed restrictions. However it seems there are a lot of people treating the 'game' as either:
- a low-hassle, space-saving and low-cost simulator of a model trainset (pleasure comes from variety and combination of vehicles, and setting up semi-
realistic routes).
- a network optimisation simulator (pleasure comes from how many maglevs can fit through a junction in one minute).
These are both fine and valid things to do, but not really much of a 'game'. I'd like a bit more challenge, something on the level of Railroad Tycoon 3, where the supply and demand economy kept players on their toes, but I am trying to figure out how to do it in OpenTTD *without* requiring a supply and demand economy (RT 3 was far more a trading/industrial game than a train game), and *without* changing the cargo
payment calculation model (which is absolutely correct as it stands).
I asked for possible theoretical implementations of a method for industries to 'prefer' cargo from nearby sources (see reasons in posts on page 2 or 3 of this thread). I'm not sure this will even help solve the 'more challenge' problem, but I *do* think it would put an end to the frequent and occasionally tiresome suggestions to change the cargo
payment model, and let us move on to something more useful. For me this would be something that moved the game back towards being a more compelling transport game and less like a network optimisation simulator or a trainset. I think representing the actual needs of the customer (industries) somehow would be useful to set part of the challenge. OTOH, this might all get solved with cargodes/cargodist patches!
Ever has suggested a solution to the question I posed. I'm not sure I understand it, or that it's the right solution, but it's welcome that someone has taken time to think about it. So thanks to Ever for that.
Incidentally (and this is no argument with you Xander - more thinking aloud) - if the game is simply about moving things a long way at top speed, I could code a 2048 ton capacity ship with an insane top speed, and a purchase and running costs of £1. I could also code an industry newgrf with warehouses guaranteed to both produce and accept 2048 of goods per month. Put those on islands at either end of a giant, mostly water map, run insanely fast ships, and you'll easily win yes? But would it be fun?
cheers,
Andy