Suggestions for future TT

An archive of the Usenet group alt.games.microprose.transport-tyc.
Peter J. Dobrovka

Re: Suggestions for future TT

Post by Peter J. Dobrovka »

In article <81r0na$f1...@gxsn.com>,
"Trikky" <tri...@bigfoot.com> wrote:
Peter J. Dobrovka <dobro...@hkn.de> wrote in message
news:81pm1n$mfb$1@nnrp1.deja.com...
These engine factories will produce
very slowly and very expensive in
the beginning. If you want more and
cheaper engines you will have to
feed the factories with steel.
The same is about cars and ships and planes.

Are you talking about using some sort
of reaserch and development tool here?
No. I am talking about a building that has to be connected to your
tracks where the engines and cars are produced. Just as a depot in TT.
But the 'depots' in 3DTT will be large and expensive and if you want to
build many cheap engines in short time you will have to transport steel
to your depot. Otherwise production is very slow and very expensive
(the steel is transported by horses).

Another building of the this kind is needed for airplanes, for ships
and for trucks.

But if you mention: a research feature will be included, too. There
will be a scenario type that does not follow the histroical timeline
where you can build research facilities to research new engines, new
tracks, new airplanes and so on. You will design them in a kind of
editor, so you can make engines with any number of axes, any size of
steam vessel and so on. The program constructs the 3D model of the
technical data and it is available for use. Ahhh, if I had more people
to work on this project...
It would be good because then you
could specialise in 'Trains' and not
bother in aircraft....
I don't understand this argument. In TT you don't need to build an
airport either to make lots of money with trains.
BUT you could lose out if you DIDN'T
R&D aircraft as you wouldn't get the
super-duper train near the end.......
?Syntax error.
Style of thing.....
R&D aircraft? Super-duper train near the end? Style of thing?
Do you understand what I'm getting at?
......I don't think I've put it down
well....B-(
Maybe you should explain this... ;-)

Peter
_________________________________________
Wanna see a 3D Tranport Tycoon in development?
Check out the WAY-X Homepage:
http://www.digitalprojects.com/way-x


Sent via Deja.com http://www.deja.com/
Before you buy.
Steve

Re: Suggestions for future TT

Post by Steve »

In article <kJQ%3.1907$Jt1.6529...@nnrp2.proxad.net>, "Rémi Denis"
<rden...@pop3.2multimania.com> writes:
How will we start our company if we need to carry steel to build engines who
carries stell? I hope this won't be a too vicious circle, ie I hope building
vehicules won't be too complex.
We're starting to turn this into Railroad Tycoon 2.
-----STEVE!-----

"I need a better sig." -Me
Steve

Re: Suggestions for future TT

Post by Steve »

In article <81pkjv$li...@nnrp1.deja.com>, Peter J. Dobrovka <dobro...@hkn.de>
writes:
Hm - I thought the coolant is simple water...?
Depends on your reactor type, really.
-----STEVE!-----

"I need a better sig." -Me
Rémi Denis

Re: Suggestions for future TT

Post by Rémi Denis »

Peter J. Dobrovka <dobro...@hkn.de> a écrit dans le message :
81pm1n$mf...@nnrp1.deja.com...
Imagine: how was the first engine built in history? There were steel
mills before railroad, someone had to 'feed' them without trains.

The engine shops in 3DTT will be no little huts like in TT that you can
place everywhere. They will be large and expensive factories that you
have to build (or buy).
And to connect to our railways network? that could be nice to incite people
making huge networks instead of little independant lines.
These engine factories will produce very slowly and very expensive in
the beginning. If you want more and cheaper engines you will have to
feed the factories with steel.
Oh, yes. You are introducing the idea of using transported raw materials
instead of selling their transport to an independant factory. In that case,
I suggest you have to pay a cheap price for the stell. Or maybe, you already
get that idea.

--
Rémi
Peter
_________________________________________
Wanna see a 3D Tranport Tycoon in development?
Check out the WAY-X Homepage:
http://www.digitalprojects.com/way-x


Sent via Deja.com http://www.deja.com/
Before you buy.
Hakan Sahlstrom

Re: Suggestions for future TT

Post by Hakan Sahlstrom »

How about a true 3d environment and 1024x768 resolution with
OpenGL/Glide/Direct3D support to begin with??

I think we should work harder on an ALL-NEW game engine
before we start working on the "zoo's" and the "schools".

Hakan

e...@ttworld.the-whale.com (Edward Bernard) wrote in
<81hqmq$rq...@newsg1.svr.pol.co.uk>:
- Nuclear Power Plant (Requires Uranium, Creates Radioactive Waste) --
Landfill (Requires Radioactive Waste, Creates Pollution)
- Fishing Docks (Creates Fish)
- Silicon Mine (Creates Silicon) --> Computer Factory (Requires Silicon)
- Newspaper Factory (Requires paper) --> Dispatching Center (Delivers
newspaper)
- Granite Quary (Creates Granite) --> Rock Crusher (Requires Granite,
Creates Fine Granite) --> Cement Factory (Requires Fine Granite)
- Jungle(Creates Lions, Elephants, and Monkeys) --> Circus (Requires
Lions, Elephants, and Monkeys)
- School -In Town- (Requires Books, Ect.)
- Garbage Dump (Requires Garbage via Garbage Truck)
- Beer Factory (Requires Hops & Barely)
- Furniture Factory (Requires Wood)
- Slaugter House(Requires Cows and Pigs, Creates Meat)
- Home Electronic Factory (Requires Plastic, Glass, and Steel, Creates
Televisions, Sterios, Ect.)
- Zoo (Requirs Cows, Pigs, Lions, Elephants, Monkeys, Ect.)
- Gas Station -In Town- (Requires Gas)
- Library -In Town?- (Requires Books and Computers)
- Train Factory (Requires Steel and Others)

Eddie

--
The official TTNG website:
http://www.ttworld.the-whale.com
Peter J. Dobrovka

Re: Suggestions for future TT

Post by Peter J. Dobrovka »

In article <J8A04.3415$DO2.15946...@nnrp1.proxad.net>,
"Rémi Denis" <rden...@pop3.2multimania.com> wrote:
Peter J. Dobrovka <dobro...@hkn.de> a écrit dans le message :
81pm1n$mf...@nnrp1.deja.com...

The engine shops in 3DTT will be no
little huts like in TT that you can
place everywhere. They will be large
and expensive factories that you
have to build (or buy).

And to connect to our railways network?
that could be nice to incite people
making huge networks instead of little
independant lines.
Yepp, this is the main intention. Railroad Tycoon had also expensive
engine shops but it forced you additionally to connect your tracks to
an existing one, and this was not OK.
I want to force the player only by economy. There will be almost no
things impossible but they may be so expensive that nobody does it.
These engine factories will produce
very slowly and very expensive in
the beginning. If you want more and
cheaper engines you will have to
feed the factories with steel.

Oh, yes. You are introducing the idea
of using transported raw materials
instead of selling their transport to
an independant factory. In that case,
I suggest you have to pay a cheap price
for the stell. Or maybe, you already
get that idea.
Yes, If you are the one who buys the steel, you will have to pay for it
and of course you get no money for the transportation.
But in exchange you don't have to pay for the engines that are built in
your own factory. People's work is included in the factory's
maintainance cost.

Peter
_________________________________________
Wanna see a 3D Tranport Tycoon in development?
Check out the WAY-X Homepage:
http://www.digitalprojects.com/way-x


Sent via Deja.com http://www.deja.com/
Before you buy.
Peter J. Dobrovka

Re: Suggestions for future TT

Post by Peter J. Dobrovka »

In article <8E8E76F11hsahlstrolinuxfan...@212.37.1.234>,
hsahls...@linuxfan.com (Hakan Sahlstrom) wrote:
How about a true 3d environment and 1024x768 resolution with
OpenGL/Glide/Direct3D support to begin with??

I think we should work harder on an ALL-NEW game engine
before we start working on the "zoo's" and the "schools".
This has already begun.
Check out the WAY-X Homepage:
http://www.digitalprojects.com/way-x

Peter


Sent via Deja.com http://www.deja.com/
Before you buy.
Paul Wright

Re: Suggestions for future TT

Post by Paul Wright »

yes, and check out the terrible translation on the What is way-x page! by
me!!!!!

--
____________________________________________________________________

Paul Wright
"I love children, but I couldn't eat a whole one"
ICQ UIN: 38986089
E-Mail: paul-wri...@SPAMu.genie.co.uk
SMS: pwrigh...@SPAMgenie.co.uk
Website: COMING SOON
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This post is 100% Paul Wright, © Paul Wright 1999, Keep Away!
___________________________________________________________________

Peter J. Dobrovka <dobro...@hkn.de> wrote in message
news:820v0c$lnv$1@nnrp1.deja.com...
In article <8E8E76F11hsahlstrolinuxfan...@212.37.1.234>,
hsahls...@linuxfan.com (Hakan Sahlstrom) wrote:

How about a true 3d environment and 1024x768 resolution with
OpenGL/Glide/Direct3D support to begin with??

I think we should work harder on an ALL-NEW game engine
before we start working on the "zoo's" and the "schools".

This has already begun.
Check out the WAY-X Homepage:
http://www.digitalprojects.com/way-x

Peter


Sent via Deja.com http://www.deja.com/
Before you buy.
Stephen Down

Re: Suggestions for future TT

Post by Stephen Down »

Apart from new industries, what else does everybody want to see included
in the new version of Transport Tycoon?

One thing I really wouldn't want to see happen is that people with PCs
over a year old couldn't play the game because it had too high a spec.
requirement: IMO one of the attractions of TT is its simplicity, you
know all the effort has gone into ensuring it is a good game to play,
and not simply that it looks pretty (which often doesn't work anyway: I
can't stand the new versions of GTA, Worms or SimCity but I'll play the
old ones for weeks). I hope that any features that require huge chunks
of memory or fantastic processors can be turned off at installation (and
on/off subsequently if people change their minds).

Over the past year or so, I have written a list. A LONG list! So here
goes (and I just know I'll forget some things)...

General
-------

* Option to start *earlier* than 1950 ... maybe, say, 1900.

* Towns should grow at a more realistic (slower) rate (possibly set as
an option), and should keep low-density housing on the outskirts.
Growth should be proportional to:
~ quality of transport provided (doesn't seem to make any difference
if it's a brand new high speed train every day or an old bus a year
IMX)
~ productivity of industries. If there are lots of active industries
in a town they would encourage the town to grow in real life, so
they should in TT,

* Towns (or the catchment area for a station) can not accept more
passengers per month than they can 'produce'. Any passengers above
this level will not disembark. A similar idea for industries,
particularly with respect to gold, goods and coal (and food, water
etc, depending on the climate).

* Larger maps (again, possibly by option, to allow for high or low
power computers).

* Should need to fund development of, eg, efficiency, power, comfort,
whatever, for different types of transport. The actual spec of any
vehicle is then slightly variable.

* Water above sea level. Connected waterways in automatically
generated landscapes, to allow better ship transport.

* Option to change fares. Higher fares would obviously mean more
revenue, but lower ratings.

* Centre of station should move as various components are added
and removed.

* It should be harder to make a profit. It is too easy to run a couple
of coal trains and within 20 years you have more money than you can
spend.

* Rail, road and sea depots should be large enough to accommodate all
the vehicles in them.

* Option to run more than one company in the same game.
~ different companies can share construction costs, and could (but
don't have to) share any stations and railway track.
~ this would add another dimension to gameplay when you get bored
of playing against the computer.

* Option to buy road from opponents or local authorities. Ditto
for bridges.

* New towns to appear during the game (maybe).

* Towns should be larger, but less dense. ie, a town that currently
has a population of 250 should, by looking exactly the same, have
only, say, 175 people. Towns are unrealistically compact, in
comparison to the size of a station or even a double-track railway.

* Bridges should not be restricted to single-height level. They
should also be able to cross diagonal track and track with signals.

* Can "build a tile up" ... ie, if you try to build anything on a
broken tile or a gradient tile, it will build up as it does when
houses etc are built. But it would be expensive.

* Catchment area should depend on type of station, eg
~ airport, 6-tile radius
~ railway station, 5-tile radius
~ docks or underground station, 4-tile radius
~ bus station or tramstop, 3-tile radius
~ bus stop or taxi rank, 2-tile radius.
~ at an interchange station, the various catchment areas are
simply added together
People quite simply do not, by and large, travel as far to catch
an aeroplane as they do to catch a bus.

* Can set vehicles to "Half Load" or any other %age load, so that
they will wait until there is at least that much of the train
full before departing.


Things From Josef's Patch
--------------------------

* More vehicles allowed, and more lorries, trains, boats and planes
allowed.

* Larger railway stations.

* Pre-signals.

* "FullLoadAny": trains (or others) will only wait for any one cargo
to fill up before departing.

* No cargo of any type will appear in your station until you have
sent a vehicle there to collect that cargo.



Road Transport
--------------

* MUCH greater choice of road vehicles.
~ choice of single-decker or double-decker buses and coaches.
~ articulated lorries, where you can interchange the trailers.

* Maybe a height restriction on double-decker buses and articulated
lorries; eg, cannot go through tunnels or underneath single-height
wooden or concrete bridges.

* Choice of road types; either main road or lane/side-street. Side-
streets and lanes would be cheaper to lay (and could be laid on a
broken tile) but would impose a lower speed limit on traffic.

* Speed limits in towns.

* None of those stupid ugly lattice bridges that the computer builds.

* Bus stops!
~ Can be placed on any straight road.
~ Smaller catchment area to bus stations but cheaper to place.
~ You can not include bus stops in the 'orders', but a bus will
always stop if it passes one. (A coach OTOH wouldn't)

* Taxis (maybe). Place a taxi rank by your station or airport, or
in a 'commercial' district of a town, and buy some taxis for it.
They will automatically take a certain percentage of people off
each train, and a certain percentage of those from the
buildings around if not by a station.

* Intelligent level crossings. Where two or more adjacent tracks
cross a road, this should be treated as ONE level crossing.
Trains should set the bells going from one tile further away
for every additional track on the crossing (ie, on a 4-track
crossing, a train 4 tiles away would stop road vehicles from
crossing).

* Road vehicles should *occasionally* crash for no apparent reason.

* Road vehicles should not be able to pass through each other
if travelling in different directions. So it my be necessary
to place box junctions to prevent vehicles blocking a
crossroads (or being stranded on a level crossing).


Rail Transport
--------------

* Track needs to be electrified for electric trains to run along it.
(IRL, electrifying the line is costly, so is only done on very high
usage lines. In TT, there is NO downside to running electric trains:
unrealistic) Monorail & Mag-Lev would be automatically electrified,
as there is no other power source for these trains.

* Special track should be needed for running at high speed (say, more
than 100mph). It is not realistic that track built to cope with a
70mph train in 1950 (or earlier!) will be able to cope with 150mph
trains running flat out 75 years later. (Again, does not apply to
monorail or mag-lev. In future, I'll just say ? when it only
refers to conventional trains, OK?)

* Low-gradient track. Place a bridge from one flat tile to an angled
one next to it, and voilà! Low-gradient track, to allow trains to
climb hills easier. (Must be used if the track is high-speed)

* Higher speed bridges for mag-lev trains.

* Can place signals on bridges.

* First class travel for passengers. First class carriages cost more
to buy and seat fewer people, but you get a much higher return per
passenger. OTOH, only, say, 10% of all passengers will travel first
class, so if you don't provide enough standard class seats,
passengers and local authorities will start to hate you.

* Greater 'lookahead' for trains planning their journey. To take
into account,
~ signals facing the wrong way
~ cheap bridges that will slow you down
~ when approaching a destination station, look at the next
destination to select the appropriate platform(s) to use.

* Trains should not be able to turn 90° from one 'diagonal' track to
another. It is unrealistic and looks awful.

* More choice in the intemperate climates: at the moment you can not
buy a new train during very much of the 21st century at all
because they are so old.

* Greater choice of DMU and EMU trains. These provide the vast
majority of passenger services in Britain and much of Europe.
In particular,
~ Some that can go faster. At the moment, 100mph is reasonable for
the best ones.
~ Option to connect several 'powered units' (ie, pairs) together,
as is done in real life.

* Greater choice of monorail (and maybe mag-lev) trains. Particularly
in the intemperate climates, where the first monorail engine is
twice as fast as the best conventional engine, and then that is
the only engine that can be used for freight.

* More than one type of train should be able to call at any station.

* Can build stations to a custom design - not all platforms the same
length, (maybe) some lying perpendicular to others.

* Possibly an "off-the-shelf" X-shaped station, consisting of 2 2x4
stations, at 90° to each other, one of which is one level up from
the other (centres in the same place).

* Trains should take longer to slow down and stop, either on approach
to a station, a red signal or when you tell them to Stop! ... makes
it more realistic.
~ This would mean that trains would occasionally pass a red signal
- if this happens, a warning message should appear, "Signal
passed at danger near ~~~ville", and then you would have to do
your best to avoid a collision.
~ Ripping up track too close to a train (ie, it does not have time
to stop) would result in a derailment or crash.

* Occasionally, signals or level crossings might fail (and stick at
either green or red); again this would bring up a warning message
so you could replace them.

* (Maybe) track could wear out (after prolonged and heavy usage) or
electricity supply could fail.


Sea Transport
-------------

* Ships should not be able to share the same waterspace as other
ships. They should not be able to pass through each other or all
80 (or 240!) (no, not "240!", but "240"!) be at the same dock at
the same time. Maybe require the use of buoys to avoid
collisions and gridlocks.

* Option to build larger docks.


Air transport
-------------

* More sizes of airport should be available. Say, a 3x4 airfield from
1930 (or whenever!) onwards (yes, onwards; not just until bigger
planes are available); a 5x6 provincial airport from 1960ish when
the first 592mph planes appear and a large 6x8 with 2 runways from
1980ish.

* Small planes and helicopters should still be available later in
the game.


Urban Rail Transport
--------------------

I would like to see trams and underground trains making an appearance.
With larger cities, they become more relevant.

And so...

Trams
-----

* Run on rails, which are laid as double-track on each tile. Can
be laid on bare land, along a main road or across a road.

* Tramstops can be 1 or 2 tiles long and 1 or 2 tiles wide. May
be laid on bare land or a straight stretch of road, providing
it does not interfere with side turnings.

* Outside each terminus should be a crossover tile (not on a
roadway). Other than that, trams will always left- (or right-,
depending on what settings you choose)-run, with no need for
signals.

* Trams available as individual cars that can be attached together;
a single tram being formed of up to 4 carriages.

* At all times should be faster and have greater capacity than
buses, to make them worthwhile.


Underground trains
------------------

A separate view to be selected before 'playing' with underground trains,
as in SimCity.

* Before tracks can be laid, a tunnel must be bored for each track.
This should be suitably expensive. If track is then not laid, or
is laid and then removed, without the tunnel being demolished
(also expensive), the tunnel can then be use by another player.
(Let's say, the tunnel defaults to public ownership if it is
unused for 5 years, and then can be claimed by any company).

* Stations are built by first placing the 'ticket office', a single
1x1 tile building, at ground level. (It is this that determines
the catchment area and whether it is an interchange station).
The platforms must then be placed, like a normal station, so
that at least one tile of the platform is directly beneath the
ticket office.

* Tracks, signals and junctions to be laid like normal track.

* Trains can be up to 6 carriages long (3 tiles), to be built as
EMU style units. Stations can have up to 4 platforms each up
to 3 tiles long.

* Diveunders of up to 6 tiles length can be used to pass under
lowest-level land (ie land that would flood if it was next to
the sea), rivers and other tracks.

* Each carriage should carry more passengers than a railway carriage,
say 60 or so.

* I'm not sure what to do about depots for this. Maybe have them
at ground level, linked by gradient track.

* (Maybe) allow underground track to be laid above ground too: costs
the same to lay tracks, but no need to tunnel. Stations can be laid
like normal stations.



There, I said it was a long list, didn't I!?

If you have recovered sufficiently to reply to this, PLEASE do not quote
the entire message; only those bits of it that you wish to reply to.

--
Everybody smiles in the same language.

email address spam-trapped
see if yooo can spot it
Aaron Severn

Re: Suggestions for future TT

Post by Aaron Severn »

In article <384D191D.65636...@york.ac.uk>, Stephen Down <sjd...@york.ac.uk> writes:
Apart from new industries, what else does everybody want to see included
in the new version of Transport Tycoon?

One thing I really wouldn't want to see happen is that people with PCs
over a year old couldn't play the game because it had too high a spec.
requirement: IMO one of the attractions of TT is its simplicity, you
know all the effort has gone into ensuring it is a good game to play,
and not simply that it looks pretty (which often doesn't work anyway: I
can't stand the new versions of GTA, Worms or SimCity but I'll play the
old ones for weeks). I hope that any features that require huge chunks
of memory or fantastic processors can be turned off at installation (and
on/off subsequently if people change their minds).

Over the past year or so, I have written a list. A LONG list! So here
goes (and I just know I'll forget some things)...

General
-------

* Option to start *earlier* than 1950 ... maybe, say, 1900.
That could cause problems, I think the reason why it got reduced from 1930
start in TTO to 1950 in TTD is because of a bug that caused the money to
overflow and loop around to negative once you made too much, thus ruining a
great game. I believe that's also why the interest/inflation rate doesn't
go over 4% now, down from 6% in TTD.
* Towns should grow at a more realistic (slower) rate (possibly set as
an option), and should keep low-density housing on the outskirts.
Growth should be proportional to:
~ quality of transport provided (doesn't seem to make any difference
if it's a brand new high speed train every day or an old bus a year
IMX)
~ productivity of industries. If there are lots of active industries
in a town they would encourage the town to grow in real life, so
they should in TT,
Personally I think towns grow to slow, it seems to me they used to grow faster
in TTO, I wouldn't want to see another slow down. And I think industries do
have some influence over growth of towns, but only if you service them.
* Towns (or the catchment area for a station) can not accept more
passengers per month than they can 'produce'. Any passengers above
this level will not disembark. A similar idea for industries,
particularly with respect to gold, goods and coal (and food, water
etc, depending on the climate).
How about, number of passengers at all stations in a town cannot exceed the
population of the town.
* Water above sea level. Connected waterways in automatically
generated landscapes, to allow better ship transport.
And systems of locks and canals, that would be cool.
* It should be harder to make a profit. It is too easy to run a couple
of coal trains and within 20 years you have more money than you can
spend.
Absolutely, there could be more ways to loose money maybe. Large scale
disasters like earthquakes and floods, but god forbid they ever affect a
computer player's tracks.
* Catchment area should depend on type of station, eg
~ airport, 6-tile radius
~ railway station, 5-tile radius
~ docks or underground station, 4-tile radius
~ bus station or tramstop, 3-tile radius
~ bus stop or taxi rank, 2-tile radius.
~ at an interchange station, the various catchment areas are
simply added together
People quite simply do not, by and large, travel as far to catch
an aeroplane as they do to catch a bus.
How about, airports catch all squares in the town they're built in, that would
be more realistic.
Road Transport
--------------

* Speed limits in towns.
I thought there already were speed limits in towns, vehicles do seem to go
faster out in the country.
Rail Transport
--------------

* Trains should not be able to turn 900 from one 'diagonal' track to
another. It is unrealistic and looks awful.
I like that feature, it's useful.
* Trains should take longer to slow down and stop, either on approach
to a station, a red signal or when you tell them to Stop! ... makes
it more realistic.
~ This would mean that trains would occasionally pass a red signal
- if this happens, a warning message should appear, "Signal
passed at danger near ~~~ville", and then you would have to do
your best to avoid a collision.
~ Ripping up track too close to a train (ie, it does not have time
to stop) would result in a derailment or crash.
Absolutely, no more of that instant stop stuff, it should be more like
aircraft, "Can't stop aircraft while in flight". You should be able to
stop trains, but certainly not instantaneously.
Sea Transport
-------------

* Ships should not be able to share the same waterspace as other
ships. They should not be able to pass through each other or all
80 (or 240!) (no, not "240!", but "240"!) be at the same dock at
the same time. Maybe require the use of buoys to avoid
collisions and gridlocks.

* Option to build larger docks.
And don't forget locks and canals, gotta have that.
There, I said it was a long list, didn't I!?

If you have recovered sufficiently to reply to this, PLEASE do not quote
the entire message; only those bits of it that you wish to reply to.
Done.
--
Everybody smiles in the same language.

email address spam-trapped
see if yooo can spot it
And now for some more ideas.

- No more interest/inflation rate. That has got to be the stupidest
thing in the whole game. You set the interest rate high to make the game
harder and then you make more money because it doubles as the inflation
rate and the game isn't any harder at all. Plus it would get rid of that
bug I mentioned at the top of this message.

- Option for an inflation rate. With steady economy it would be constant,
with fluctuating economy it would go up and down during the game.

- Interest rate that varies if you select fluctuating economy, and that goes
up if you don't pay your loans back fast enough, ie bad credit.

- Good AI. Okay, I'm only dreaming.

-Aaron
Mike Wagstaff

Re: Suggestions for future TT

Post by Mike Wagstaff »

Apart from new industries, what else does everybody want to see included
in the new version of Transport Tycoon?
Here's a couple of my suggestions, which are heavily biased
towards rail (because, let's face it, it's the fun one):

* Larger maps + stations

* More realistic passenger behavior:
I.e. passengers don't automatically just get off at the
next stop! Bigger towns should have a larger throughflow.

* Graphical options:

It would be really, really nice if a driver's/passenger's eye
view could be implemented. Also, it would be nice to have an
extra zoom level or two whereby you could actually see the
passengers waiting at the stations. Clicking on an
individual passenger could perhaps reveal details such as
their intended destination.

And then there's all the obvious stuff about having more
up-to-date trains, and improving upon the features found in
Josef's patch.

-Mike [http://games.hplx.net]
Peter J. Dobrovka

Re: Suggestions for future TT

Post by Peter J. Dobrovka »

In article <384D191D.65636...@york.ac.uk>,
Stephen Down <sjd...@york.ac.uk> wrote:

I wrote this reply related to my own project, 3DTT. I deleted much text
when it was so obvious that even an agree was redundant.
One thing I really wouldn't want to see
happen is that people with PCs
over a year old couldn't play the game
because it had too high a spec.
requirement:
Hm. This is depending on what people use. Some are still using 486-ies.
Very many still have no 3D card.
* Option to start *earlier* than 1950 ... maybe, say, 1900.
3DTT starts in 1820.
Towns should ... keep low-density
housing on the outskirts.
This is already so in TT, isn't it?
Growth should be proportional to:
This is a science of its own. I have some different opinion.
~ quality of transport provided
This seems to have not much influence in reality.
~ productivity of industries. If
there are lots of active industries
in a town they would encourage the
town to grow in real life, so
they should in TT,
Yes, THIS is the main factor. Probably the one and only. People go
where work is to earn money and ensure their life standard.
A secondary factor is the supply of a city with things that improve
life standard. So many people refuse to work in small villages because
there are no cultural institutions and no possibility for shopping.
* Towns (or the catchment area for a station) can not accept more
passengers per month than they can 'produce'.
Why not? They stay resident and town grows... ;-)
But you are right if you want to improve the existing system of
producing and accepting passengers and mail. 3DTT has a completely
different system where you can't carry passengers where YOU want. They
use your transportation only if it brings them nearer to their
destination.
* Larger maps (again, possibly by option, to allow for high or low
power computers).
The map in 3DTT is very big. If there would be tiles as in TT it would
be 1024x1024. But cities are also larger and some constructions need
more space (no curves with 10 meters of radius, hehe).
* Water above sea level.
Already implemented in 3DTT.
* Option to change fares.
Will be.
* Rail, road and sea depots should be large enough to accommodate all
the vehicles in them.
The other way: if there is a vehicle inside, it is full.
* Option to run more than one company in the same game.
Interesting idea, but what for?
~ different companies can share construction costs, and could (but
don't have to) share any stations and railway track.
Will be. You will have to sign contracts with other companies to use
their structures.
* Option to buy road from opponents or local authorities. Ditto
for bridges.
Will be.
The problem of local authorities that you cannot tear down bridges and
roads that are connected to other roads will persist in 3DTT. but you
can get permission if you promise to build a new bridge/new road not
too far away.
* New towns to appear during the game (maybe).
Good idea. Shouldn't some disappear, too?
* Towns should be larger, but less dense
I agree. But it requires a larger map.
* Bridges should not be restricted to single-height level. They
should also be able to cross diagonal track and track with signals.
Already implemented in 3DTT.
* Can "build a tile up" ... ie, if you try to build anything on a
broken tile or a gradient tile, it will build up as it does when
houses etc are built. But it would be expensive.
Yes, this is a feature I missed desperately. It will be no problem in
3DTT. It MUST be no problem since you have no flat ground on the whole
fractal map.
* Catchment area should depend on type of station, eg
~ airport, 6-tile radius
~ railway station, 5-tile radius
~ docks or underground station, 4-tile radius
~ bus station or tramstop, 3-tile radius
~ bus stop or taxi rank, 2-tile radius.
I agree within the old system. But I do not like this catchment area
concept in general, therefore 3DTT hasn't this at all. Airports are
made for far distances and commonly there are not many airports in a
city so people come from a farer area to use planes. Buses instead you
will use for short rides and for short rides you will not travel many
miles to the bus station. But the underlying algorithm has no catching
area. You select your route and including transport vehicles to reach
your destination quicker, more comfortable, safer. If there is a bus
that takes me to China and for some reason there is no plane or I am
afraid of flying I will use the bus and I will go to the bus station
even if it is in the next city, 100 miles from home.
* Can set vehicles to "Half Load" or any other %age load, so that
they will wait until there is at least that much of the train
full before departing.
Why do this? Use half the amount of vehicles instead. The solution in
Josef's patch ist much more interesting: the mixed train starts when
one type of cargo is fulfilled.
* Choice of road types;
Will be in 3DTT.
* Speed limits in towns.
Will be.
* None of those stupid ugly lattice
bridges that the computer builds.
What are lattice bridges?
* Bus stops!
~ Can be placed on any straight road.
~ Smaller catchment area to bus stations but cheaper to place.
~ You can not include bus stops in the 'orders', but a bus will
always stop if it passes one. (A coach OTOH wouldn't)
This is another kind of bus. I think the TT busses are travelling
busses and no public traffic. In case of designing public traffic of
course it is necessary to make it your way.
* Taxis (maybe).
Quite good idea!
* Intelligent level crossings. Where two or more adjacent tracks
cross a road, this should be treated as ONE level crossing.
Yes, it should.
Trains should set the bells going from one tile further away
for every additional track on the crossing
This sounds logical.
* Track needs to be electrified for
electric trains to run along it.
Yes, but this process has to be automatized. F.e. a train that upgrades
the track by passing.
* Special track should be needed for running at high speed
Hm... - it may be for realism, but this has to be automatized, too.
* Low-gradient track. Place a bridge
from one flat tile to an angled
one next to it, and voilà!
Already implemented in 3DTT.
* Can place signals on bridges.
Will be in 3DTT.
* First class travel for passengers.
Oh no, it increases micromanagement. Let's simply assume that the
vehicles already have a percentage of first class places and passengers.
* Greater 'lookahead' for trains planning their journey.
In 3DTT the vehicles will perform a *complete* pathfinding before
starting and whenever there is an unexpected obstacle.
To take into account,
~ signals facing the wrong way
~ cheap bridges that will slow you down
In 3DTT you will have to select the pathfinding priority for your
trains: cheapest, fastest or shortest way.
~ when approaching a destination station, look at the next
destination to select the appropriate platform(s) to use.
Is this really necessary? I never had a problem with it. But of course,
you could build stations with independent outlets. I will think about
it.
* Trains should not be able to turn 90° from one 'diagonal' track to
another. It is unrealistic and looks awful.
The maximum in 3DTT is 20°
* More than one type of train should be able to call at any station.
Oh yes! Josef's patch already made it possible. In 3DTT there will be
no problem either.
* Can build stations to a custom design - not all platforms the same
length, (maybe) some lying perpendicular to others.

* Possibly an "off-the-shelf" X-shaped station, consisting of 2 2x4
stations, at 90° to each other, one of which is one level up from
the other (centres in the same place).
Will be in 3DTT. You can also build stations in curves.
* Trains should take longer to slow down and stop, either on approach
to a station, a red signal or when you tell them to Stop! ... makes
it more realistic.
Hm - don't know. It was discussed in 3DTT, too. No decision yet. But
they will slow down in curves.
~ This would mean that trains would occasionally pass a red signal
- if this happens, a warning message should appear, "Signal
passed at danger near ~~~ville", and then you would have to do
your best to avoid a collision.
~ Ripping up track too close to a train (ie, it does not have time
to stop) would result in a derailment or crash.
Interesting, but I don't like these possibilities.
* Occasionally, signals or level crossings might fail (and stick at
either green or red); again this would bring up a warning message
so you could replace them.

* (Maybe) track could wear out (after prolonged and heavy usage) or
electricity supply could fail.
The disaster section. Yes, why not. But not very often.
* Option to build larger docks.
Oh yes, the navy is very low-detailed in TT. The 3DTT seaports will
probably be modular-sized.
* More sizes of airport should be available. Say, a 3x4 airfield from
1930 (or whenever!) onwards (yes, onwards; not just until bigger
planes are available); a 5x6 provincial airport from 1960ish when
the first 592mph planes appear and a large 6x8 with 2 runways from
1980ish.
Best would be a sizing like in SimCity2000. In 3DTT you will have to
build the airport module by module.
I would like to see trams and underground trains making an appearance.
With larger cities, they become more relevant.
Everybody likes trams. But honestly: how long would be a tram line on a
TT-like map? I (ab)used this Manley Morel DMU sometimes in big cities
as tram, hehe.
* Run on rails, which are laid as double-track on each tile. Can
be laid on bare land, along a main road or across a road.
Why no double tracks for trains, too? 2 tracks should consume lesser
space than 1 road.
Underground trains
Same comment as for the trams.

Peter

_________________________________________
Wanna see a 3D Tranport Tycoon in development?
Check out the WAY-X Homepage:
http://www.digitalprojects.com/way-x


Sent via Deja.com http://www.deja.com/
Before you buy.
Pete Humble

Re: Suggestions for future TT

Post by Pete Humble »

Quoth Stephen Down <sjd...@york.ac.uk> in
alt.games.microprose.transport-tyc:
Apart from new industries, what else does everybody want to see included
in the new version of Transport Tycoon?

[...]

Over the past year or so, I have written a list. A LONG list! So here
goes (and I just know I'll forget some things)...

General
-------

[...]

* Catchment area should depend on type of station, eg
~ airport, 6-tile radius
~ railway station, 5-tile radius
~ docks or underground station, 4-tile radius
~ bus station or tramstop, 3-tile radius
~ bus stop or taxi rank, 2-tile radius.
~ at an interchange station, the various catchment areas are
simply added together
No, it should be the maximum of the above, but allowing for the greater size
of the resulting station.
People quite simply do not, by and large, travel as far to catch
an aeroplane as they do to catch a bus.

Huh? I travel 5 minutes walk for a bus from home - it takes me nearly an
hour to get to the nearest airport. I think you mean the opposite of what
you said.
[...]
* Pre-signals.

What is a pre-signal?
[...]
* No cargo of any type will appear in your station until you have
sent a vehicle there to collect that cargo.
No, I disagree. You can't necessarily know whether or not there is a demand
if cargo doesn't appear first. Maybe it should only appear in small amounts
and then disappear again if it is not collected.
[...]
* Bus stops!
~ Can be placed on any straight road.
~ Smaller catchment area to bus stations but cheaper to place.
~ You can not include bus stops in the 'orders', but a bus will
always stop if it passes one. (A coach OTOH wouldn't)

Or perhaps by using the "go non-stop to" function.

--
___ __o Pete Humble, JRI Europe, Ltd
_ \<,_ Email: peet AT dircon DOT co DOT uk
(_)/ (_) Any resemblance between the views expressed here
============= and those of my employers is pure coincidence.
Trikky

Re: Suggestions for future TT

Post by Trikky »

Stephen Down <sjd...@york.ac.uk> wrote in message
news:384D191D.65636896@york.ac.uk...
Apart from new industries, what else does everybody want to see included
in the new version of Transport Tycoon?
Lots of things!
One thing I really wouldn't want to see happen is that people with PCs
over a year old couldn't play the game because it had too high a spec.
requirement: IMO one of the attractions of TT is its simplicity, you
know all the effort has gone into ensuring it is a good game to play,
and not simply that it looks pretty (which often doesn't work anyway: I
can't stand the new versions of GTA, Worms or SimCity but I'll play the
old ones for weeks). I hope that any features that require huge chunks
of memory or fantastic processors can be turned off at installation (and
on/off subsequently if people change their minds).
But the ability to play with 'gorgeous 3D' if you have the power.

And the ability to zoom in better.....And out...In the map screen as well
Over the past year or so, I have written a list. A LONG list! So here
goes (and I just know I'll forget some things)...
Of couse you will!
General
-------

* Option to start *earlier* than 1950 ... maybe, say, 1900.
And go later......3000?
* Towns should grow at a more realistic (slower) rate (possibly set as
an option), and should keep low-density housing on the outskirts.
Growth should be proportional to:
~ quality of transport provided (doesn't seem to make any difference
if it's a brand new high speed train every day or an old bus a year
IMX)
But it MUST have transport to other towns to grow at a decent rate.
~ productivity of industries. If there are lots of active industries
in a town they would encourage the town to grow in real life, so
they should in TT,
Maybe have a country population ala Simcity?
* Larger maps (again, possibly by option, to allow for high or low
power computers).
Or a sandbox?
* Should need to fund development of, eg, efficiency, power, comfort,
whatever, for different types of transport. The actual spec of any
vehicle is then slightly variable.
Have some kind or R & D?
* It should be harder to make a profit. It is too easy to run a couple
of coal trains and within 20 years you have more money than you can
spend.
The ability to make money is set on the difficulty level tho....
* Rail, road and sea depots should be large enough to accommodate all
the vehicles in them.
How would you do that?
One depot would have to be as big as the largest train.......And would only
fit one.
* Option to buy road from opponents or local authorities. Ditto
for bridges.
And industries.......And if you BUILD one you should have FULL
abilities...In otherwords the ability to close it down or reduce it or
increase production...(At a price of course!)
* New towns to appear during the game (maybe).
Or maybe you could start one?
* No cargo of any type will appear in your station until you have
sent a vehicle there to collect that cargo.
Or you set flags?
You are going to use coal in a month or so .....So you start stockpileing
it...
Oh...And the ability to stockpile.....
* Speed limits in towns.
Bribes?
* Taxis (maybe). Place a taxi rank by your station or airport, or
in a 'commercial' district of a town, and buy some taxis for it.
They will automatically take a certain percentage of people off
each train, and a certain percentage of those from the
buildings around if not by a station.
It should be an AI run thing....It would be too hard to do the
micromanagment...
* Road vehicles should *occasionally* crash for no apparent reason.
Opition to turn this off.
Rail Transport
--------------

* Track needs to be electrified for electric trains to run along it.
(IRL, electrifying the line is costly, so is only done on very high
usage lines. In TT, there is NO downside to running electric trains:
unrealistic) Monorail & Mag-Lev would be automatically electrified,
as there is no other power source for these trains.
Or the ability to pay £? to get it done..Rather than ripping it up and
relaying it.
* Special track should be needed for running at high speed (say, more
than 100mph). It is not realistic that track built to cope with a
70mph train in 1950 (or earlier!) will be able to cope with 150mph
trains running flat out 75 years later. (Again, does not apply to
monorail or mag-lev. In future, I'll just say ? when it only
refers to conventional trains, OK?)
Or just upgradeing old tracks at a price....They DO ware out you know!
* Low-gradient track. Place a bridge from one flat tile to an angled
one next to it, and voilà! Low-gradient track, to allow trains to
climb hills easier. (Must be used if the track is high-speed)
And better turning curves for high speed trains.
* First class travel for passengers. First class carriages cost more
to buy and seat fewer people, but you get a much higher return per
passenger. OTOH, only, say, 10% of all passengers will travel first
class, so if you don't provide enough standard class seats,
passengers and local authorities will start to hate you.
Only at larger towns later in game......R&D again?
* Greater choice of DMU and EMU trains.
Sorry what ane DMU and EMU?
* More than one type of train should be able to call at any station.
But pay for upgrading for stress and such....
* Occasionally, signals or level crossings might fail (and stick at
either green or red); again this would bring up a warning message
so you could replace them.
Disaster....Option again!
* (Maybe) track could wear out (after prolonged and heavy usage) or
electricity supply could fail.
Disaster.....Vandalism.....Sabotage (from rival company)
I would like to see trams and underground trains making an appearance.
With larger cities, they become more relevant.
Linkable to main line trains
* At all times should be faster and have greater capacity than
buses, to make them worthwhile.
Cheaper?
* Before tracks can be laid, a tunnel must be bored for each track.
This should be suitably expensive. If track is then not laid, or
is laid and then removed, without the tunnel being demolished
(also expensive), the tunnel can then be use by another player.
(Let's say, the tunnel defaults to public ownership if it is
unused for 5 years, and then can be claimed by any company).
Nope...If YOU paid for it its yours.BUT you may sell it off.
There, I said it was a long list, didn't I!?
Yes...Your forgiven!
If you have recovered sufficiently to reply to this, PLEASE do not quote
the entire message; only those bits of it that you wish to reply to.
Ok....But only cos its you!

Ok.....Now my tuppenceworth.

The ability to turn off certain aspects.....Like the damn money pop
up.......AARGH...I swear I've borrowed more money by mistake than to buy
things.

It takes longer to build things.....It can take a while for the grass to
grow but a damn long train track is laid in seconds...

The ability to Have R&D to improve items......For firstclass trains and
such.

Better choice in trucks.......Mainly rigs so that you could haul older
trailers but have nice and powerful rigs......The trailers last longer than
rigs in my experiance!

More ships!
Trade with rival companies?
Sell/buy second hand busses and such if you are on hard times or just
starting?


--
Rick McGreal
ICQ - 51210676
Sometimes the light at the end of the tunnel is an oncoming train.
tri...@bigfoot.com
http://www.transport-tycoon.co.uk
Trikky

Re: Suggestions for future TT

Post by Trikky »

Dan Ros <-deleteme-upl...@ductape.net> wrote in message
news:=dlOOCOv6B7WN7T140uRvK+gWR2+@4ax.com...
Yeah, and you should be able to set in the budget how much you will
spend on maintenance. If you skimp on it, you get broken rails and
derailments. You should also get random SPAD's.
Whats a SPAD?

--
Rick McGreal
ICQ - 51210676
Sometimes the light at the end of the tunnel is an oncoming train.
tri...@bigfoot.com
http://www.transport-tycoon.co.uk
Bill Hayles

Re: Suggestions for future TT

Post by Bill Hayles »

On Tue, 07 Dec 1999 14:26:37 +0000, Stephen Down <sjd...@york.ac.uk>
wrote:

Wow, you *have* been busy. Congratulations on giving this such deep and
constructive thought.

Apart from new industries, what else does everybody want to see included
in the new version of Transport Tycoon?
Speaking very selfishly and personally, I'd like more complex handling
of rail traffic, with more intelligent signalling. Uneven passenger
flows (i.e. "rush hours"), more emphasis on rail and get rid of the
aircraft (I never use them).
One thing I really wouldn't want to see happen is that people with PCs
over a year old couldn't play the game because it had too high a spec.
I agree. Fancy graphics are all very well, but no substitute for good
game play, which doesn't need the latest bells and whistles.
requirement: IMO one of the attractions of TT is its simplicity, you
know all the effort has gone into ensuring it is a good game to play,
and not simply that it looks pretty (which often doesn't work anyway: I
can't stand the new versions of GTA, Worms or SimCity but I'll play the
old ones for weeks).
Funnily enough, Worms is one game that I can't get to work on my machine
- it locks it solid in both Win and DOS modes.
I hope that any features that require huge chunks
of memory or fantastic processors can be turned off at installation (and
on/off subsequently if people change their minds).
Or even not provided at all.
* Option to start *earlier* than 1950 ... maybe, say, 1900.
But that would be rail and ship only (OK for me, but not the aircraft
users). Road transport would be horse drawn.
* Towns should grow at a more realistic (slower) rate (possibly set as
an option), and should keep low-density housing on the outskirts.
And should be much more sensitive to the service provided - give a town
a good supply of goods, and transport its passengers and mail, and it
will reward you by growing and providing even more business. Introduce
a degree of speculation, such as starting a loss making service in the
hope the town growth it attracts will make the investment worthwhile
(just as in real life)
Growth should be proportional to:
~ quality of transport provided (doesn't seem to make any difference
if it's a brand new high speed train every day or an old bus a year
IMX)
That's just what I've said, which will teach me to read all a post
before replying.
~ productivity of industries. If there are lots of active industries
in a town they would encourage the town to grow in real life, so
they should in TT,
Industries should be outside the town, supplying it. The growth should
be dependent on the supply of power, goods and food.
* Towns (or the catchment area for a station) can not accept more
passengers per month than they can 'produce'. Any passengers above
this level will not disembark.
As a difficulty option, maybe, but I'd like the ability to turn it off
for an easier life.
A similar idea for industries,
particularly with respect to gold, goods and coal (and food, water
etc, depending on the climate).
As above.
* Larger maps (again, possibly by option, to allow for high or low
power computers).
Maybe - I'm not unhappy with 255x255.
* Should need to fund development of, eg, efficiency, power, comfort,
whatever, for different types of transport. The actual spec of any
vehicle is then slightly variable.
Not so sure about that. You're making it more of an investment and less
of a transport game.
* Water above sea level. Connected waterways in automatically
generated landscapes, to allow better ship transport.
You mean locks? Might make sense if you have an early start date, but
water
* Option to change fares. Higher fares would obviously mean more
revenue, but lower ratings.
More passengers if lower fares - challenge to find the right fare to
maximise revenue (not necessarily the highest). I like it!
* Centre of station should move as various components are added
and removed.
Not bothered.
* It should be harder to make a profit. It is too easy to run a couple
of coal trains and within 20 years you have more money than you can
spend.
Sort of. There should be different ways to spend your money (buying
industries, even building housing estates like the Metropolitan Railway
and the Southern Railway)
* Rail, road and sea depots should be large enough to accommodate all
the vehicles in them.
Agree in principle
* Option to run more than one company in the same game.
Not for me, but, as they say, YMMV.
* Option to buy road from opponents or local authorities. Ditto
for bridges.
Not bothered.
* New towns to appear during the game (maybe).
Yes!! especially in response to a service provided to the middle of
nowhere.
* Towns should be larger, but less dense. ie, a town that currently
has a population of 250 should, by looking exactly the same, have
only, say, 175 people. Towns are unrealistically compact, in
comparison to the size of a station or even a double-track railway.
That's difficult given the limit to the size of the map.
* Bridges should not be restricted to single-height level.
Absolutely. You should be able to bridge chasms in the same way as you
can tunnel under mountains.
They
should also be able to cross diagonal track and track with signals.
Agreed.
* Can "build a tile up" ... ie, if you try to build anything on a
broken tile or a gradient tile, it will build up as it does when
houses etc are built. But it would be expensive.
Don't understand you, sorry.
* Catchment area should depend on type of station, eg
~ airport, 6-tile radius
~ railway station, 5-tile radius
~ docks or underground station, 4-tile radius
~ bus station or tramstop, 3-tile radius
~ bus stop or taxi rank, 2-tile radius.
~ at an interchange station, the various catchment areas are
simply added together
People quite simply do not, by and large, travel as far to catch
an aeroplane as they do to catch a bus.
I think it's the other way round. In connection with that, I´d like a
facility to build a big out of town station (or airport) and feed it
from bus services from the town centre (again mirroring real life)
* Can set vehicles to "Half Load" or any other %age load, so that
they will wait until there is at least that much of the train
full before departing.
Maybe.

Things From Josef's Patch
--------------------------
I agree with everything you posted.

Road Transport
--------------

* MUCH greater choice of road vehicles.
~ choice of single-decker or double-decker buses and coaches.
~ articulated lorries, where you can interchange the trailers.
It would get complicated. But maybe a simple big / small choice.
* Maybe a height restriction on double-decker buses and articulated
lorries; eg, cannot go through tunnels or underneath single-height
wooden or concrete bridges.
Not really - I think that's going too far.

* Bus stops!
Yes. Good idea.
~ Can be placed on any straight road.
~ Smaller catchment area to bus stations but cheaper to place.
~ You can not include bus stops in the 'orders', but a bus will
always stop if it passes one. (A coach OTOH wouldn't)

* Taxis (maybe).
No. Not for me.

* Intelligent level crossings.
Yes.

* Road vehicles should *occasionally* crash for no apparent reason.
No. Nothing should crash unless you do something wrong to make it so (


Rail Transport
--------------

* Track needs to be electrified for electric trains to run along it.
(IRL, electrifying the line is costly, so is only done on very high
usage lines. In TT, there is NO downside to running electric trains:
unrealistic)
Absolutely!
Monorail & Mag-Lev would be automatically electrified,
as there is no other power source for these trains.
And easily (but expensively) converted from rail.


* Can place signals on bridges.
And in tunnels.
* First class travel for passengers.
Not for me.
* Greater 'lookahead' for trains planning their journey. To take
into account,
Call that a more sophisticated signalling system and I'm with you.
* Trains should not be able to turn 90° from one 'diagonal' track to
another. It is unrealistic and looks awful.
It should certainly slow them down!
* Greater choice of DMU and EMU trains.
Yes, please. Let's have EPBs and CEPs at the very least.

These provide the vast
majority of passenger services in Britain and much of Europe.
And my own suggestion for rail - narrow gauge. Cheaper, more capable of
getting round the bends and up the hills, but slower and with a lower
capacity.

Sea Transport
-------------
Don't use it much.
Air transport
-------------
I don't use it at all - I find airports too big to place close to the
centre of towns, and I know nothing about the air industry, but I've
worked in both road and rail transport.

Urban Rail Transport
--------------------

I would like to see trams and underground trains making an appearance.
With larger cities, they become more relevant.
I'd like to see that as a totally new game - building an urban rail
network, taking into account the peak hours and the high costs of
building in city centres, with the need for empty stock workings, crew
rosters and the lot.

That would be heaven.

There, I said it was a long list, didn't I!?
Yes, and you obviously gave it a hell of a lot of thought. I only hope
somebody (unlike me) who matters is reading it and giving it serious
consideration. We want a new game something like it.

El inglés loco
The mad Englishman of Benitachell
Bill Hayles
bill...@ctv.es
Aaron Severn

Re: Suggestions for future TT

Post by Aaron Severn »

In article <82mafr$oo...@watserv3.uwaterloo.ca>, asev...@undergrad.math.uwaterloo.ca (Aaron Severn) writes:
In article <384D191D.65636...@york.ac.uk>, Stephen Down <sjd...@york.ac.uk> writes:
Apart from new industries, what else does everybody want to see included
in the new version of Transport Tycoon?

And now for some more ideas.

- No more interest/inflation rate. That has got to be the stupidest
thing in the whole game. You set the interest rate high to make the game
harder and then you make more money because it doubles as the inflation
rate and the game isn't any harder at all. Plus it would get rid of that
bug I mentioned at the top of this message.

- Option for an inflation rate. With steady economy it would be constant,
with fluctuating economy it would go up and down during the game.

- Interest rate that varies if you select fluctuating economy, and that goes
up if you don't pay your loans back fast enough, ie bad credit.

- Good AI. Okay, I'm only dreaming.
One more thing I thought of yesterday after replacing 30 vehicles in a single
year:
- Better micromanagement! Have an option like "automatically replace old
vehicles" so you wouldn't have to waste most of your time on boring crap
like that towards the end of the game, it would only warn you if you can't
afford to replace a vehicle (which never happens anyway).

-Aaron
Rémi Denis

Re: Suggestions for future TT

Post by Rémi Denis »

Aaron Severn <asev...@undergrad.math.uwaterloo.ca> a écrit dans le message :
82mafr$oo...@watserv3.uwaterloo.ca...
In article <384D191D.65636...@york.ac.uk>, Stephen Down
sjd...@york.ac.uk> writes:
Apart from new industries, what else does everybody want to see included
in the new version of Transport Tycoon?

* Catchment area should depend on type of station, eg
~ airport, 6-tile radius
People quite simply do not, by and large, travel as far to catch
an aeroplane as they do to catch a bus.

How about, airports catch all squares in the town they're built in, that
would
be more realistic.
Yes, and maybe, the city council may own the Airport which is lent to
transport company (ever heard about landing taxes?).
And now for some more ideas.

- No more interest/inflation rate. That has got to be the stupidest
thing in the whole game. You set the interest rate high to make the
game
harder and then you make more money because it doubles as the inflation
rate and the game isn't any harder at all. Plus it would get rid of
that
bug I mentioned at the top of this message.
What's wrong with inflation??

--
Rémi Denis-Courmont
someone who just has had to reinstall his Win95 :-((
I suppose you guess what happened next...
-Aaron
Rémi Denis

Re: Suggestions for future TT

Post by Rémi Denis »

Peter J. Dobrovka <peter_dobro...@my-deja.com> a écrit dans le message :
82o7e0$uh...@nnrp1.deja.com...
In article <384D191D.65636...@york.ac.uk>,
Stephen Down <sjd...@york.ac.uk> wrote:

I wrote this reply related to my own project, 3DTT. I deleted much text
when it was so obvious that even an agree was redundant.

~ different companies can share construction costs, and could (but
don't have to) share any stations and railway track.

Will be. You will have to sign contracts with other companies to use
their structures.
Will the opposite be true too?
* New towns to appear during the game (maybe).

Good idea. Shouldn't some disappear, too?
If the number of inhabitants a town progressively drop to 0.
* Can set vehicles to "Half Load" or any other %age load, so that
they will wait until there is at least that much of the train
full before departing.

Why do this? Use half the amount of vehicles instead. The solution in
Josef's patch ist much more interesting: the mixed train starts when
one type of cargo is fulfilled.
I suppose you will include it, won't you?
* Choice of road types;

Will be in 3DTT.
Even motorways? whose using could be sold to people traveling by car?
(typically French motorway in fact)
Peter

_________________________________________
Wanna see a 3D Tranport Tycoon in development?
Check out the WAY-X Homepage:
http://www.digitalprojects.com/way-x
Rémi Denis

Re: Suggestions for future TT

Post by Rémi Denis »

Bill Hayles <bill...@ctv.es> a écrit dans le message :
3851f247.10621...@news.ctv.es...
On Tue, 07 Dec 1999 14:26:37 +0000, Stephen Down <sjd...@york.ac.uk
wrote:

Apart from new industries, what else does everybody want to see included
in the new version of Transport Tycoon?

Speaking very selfishly and personally, I'd like more complex handling
of rail traffic, with more intelligent signalling. Uneven passenger
flows (i.e. "rush hours"), more emphasis on rail and get rid of the
aircraft (I never use them).
No way!! It make me think of the over complex train-sim,
I mean: A4 Networks (known as A-Train sequel).

I hope it won't start a debate on this game again.
--
Rémi Denis-Courmont
El inglés loco
The mad Englishman of Benitachell
Bill Hayles
bill...@ctv.es
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