So I recently got back into Transport Tycoon Deluxe, but something has always been bugging me and they are the breakdown mechanics, and honestly, from the way I see it, the mechanics just... Aren't fun, so I did some research;
Attached is a save file featuring the Manley moral DMU in 3 different situations, train 1 is uncapped, train 2 is a speed capped at 1.1 tiles/ second and train 3 is stuck at the same station for 1,771 seconds (basically idling).
The result is that all three vehicles have identical reliability decline from the max of 57% at a steady rate regardless of whether a train is going fast, going slow or just waiting...
So what we have is:
- All vehicle's maximum reliability is capped when the world generates - There's nothing the user can do to change this or improve these base stats. Therefore you're actively discouraged from taking certain vehicles because of the cap.
- The reliability is on a flat clock, regardless of what the train is doing including how hard the train is working... So if your train has been waiting at the station for a while, the train will breakdown upon departure due to a low reliability figure.
- viewtopic.php?p=386169&hilit=Breakdown#p386169
Proposes graceful degradation (reduced power, seek depot) instead of a full stop, especially for multi-loco consists - 2005 - viewtopic.php?p=680300&hilit=Breakdown#p680300
Proposes tying running cost and breakdown risk to chosen speed, so slower running earns a reliability/cost benefit - 2008
- Buy a different engine and avoid it like it has the literal plague (not always possible in all cases).
- Increase the service interval and hope & pray it won't break down constantly...
The reliability of the vehicle should decline in proportion to how hard the vehicle is being worked between a minimum wear rate and a maximum wear rate.
A vehicle that's being worked as hard as possible will reduce the reliability quicker than a vehicle that's being gently worked and a train that's active but loading continues to negatively impact reliability.
Only once a vehicle is pushed beyond its intended service life should the maximum itself start to fall - every service does return the condition of the train back to the maximum permitted, but the maximum itself will not return to 100% beyond the lifespan of the vehicle.
The only exception is a vehicle that's genuinely stopped, either stopped in a depot or manually stopped by the player rather than idling while in service.
A stopped vehicle isn't running, incurs no running costs, its reliability shouldn't decline at all and the age of the vehicle itself shouldn't increment while it stays that way.
For the advanced breakdown mechanics in #1, I think we should have artistic licence to not be absolutely realistic (reduced power, seek depot), but instead, have breakdowns actually fun and more involved within the core gameplay loop - mechanics that encourage strategic placement of depots. (because they absolutely kill speed, but you could argue an unpredictable breakdown is worse due to its randomness, without being unfair towards the players or the included content — you can account for one but not the other.)
I don't object the way trains currently break down (I don't mind the full stop breakdowns), it's just the levers that the player has access to aren't that accessible making the mechanic itself not only arbitrary but also feature-light too.


