What changes / features, compared to todays OpenTTD, would you like to see? Into which direction should gameplay move (if any)? I mean both more or less existing patches, and things that might / should be added in your opinion (as long as implementing them is at least somewhat realistic)?
My personal opinion / taste:
- I like to play with timetables
- If day length means that you have a concept of time within a day, then creating different amounts of passengers etc., depending on the time of day, should be possible in principle. If I link this with the timetables issue, sophisticated transport schemes like "in the morning and evening, passengers need to be transported, freight trains need to run at other times of day" would sound possible.
- A dream - certainly hard or impossible to implement in an efficent way - would be cargo distribution that takes the timetable into account
- I like sparse networks (sparse in terms of number of vehicles) more than dense networks. I.e., I regard setting up a one-track-line where trains meet at defined stations much more interesting than adding a maximum number of trains to a two or four track line.
- To make the latter possible in a senseful way, compared to todays OpenTTD, I would need
- (much) less passenger / cargo production (I know, controlled by NewGRF, but this doesn´t help if the NewGRF produces too much, and offers no suitable parameter to control it) - what I would like is a simple overall factor I can define in the settings; what I have is a simple source code hack that changes production by some factor; but since calculations are based on Integers, the sensefully possible factors are clearly bounded, and if I want more, more sophisticated code changes would be needed.
- less population growth - I wrote a simple patch that solves this problem for me completely by introducing two corresponding settings, but AFAIK this approach of solving this is disliked for fundamental reasons - for some reasons I never fully understood, scaling factors in the settings seem to be disliked.
- station that behave more relaxed with respect to station rating, if for a longer time no vehicle arrived - at least I managed to make stations behave like harbours with respect to this, again using a source code hack.
- I like the idea of infrastructure cost, but I dislike the current concept of infrastructure costs that grow non-linear based on the network size - again, I solved this topic by implementing a simple source code hack.