Ideas - Even the smallest helps. Be reasonable...
That just gave me an idea (sorry if it's been said before), there can be ship disasters, such as an oil tanker sinking... you would have to pay to clean it up and the area would be unsuable for, say half a year. If a boat travelled into the oil it would er... sink or something else bad (breakdown). So you'd have to uses bouy's to a greater extent.
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For my first new idea, I hope that all the people who are going to programme read it:
Sofar, A LOT of discussion have been over what language to use and what techniques to ensure the designated gameplay (which is better looking, more detailed - graphics and gameplay- and as easy as TTD, am I correct?). But what I missed is a thorough discussion about all the suggested langauges / engines and their limitations. What I advice you all to do, and that is something I've learnt from my management classes, is to create a list of the following:
- ALL available programming languages
- ALL available but relevant game engines (relevant for the 2.5d / 3d sake)
- ALL necessairy game feutures
What you should do next is discuss by topic which is best or most important to the game. Don't make this discussion elaborate: create lists of advantages and disadvantages and base you final decission on that list. This way you prevent revolving-door decisission making which can be fatal to the project (check management guides for examples). Once you have made the dicission, lock the topic (literally) and go work it out. Amen.
Second idea a have is just simple: what about having a strike when you forgotten to raise the salary for your people? I really think human resource should be a part of the game. Without employees (and their salary) no transportation!
Sofar, A LOT of discussion have been over what language to use and what techniques to ensure the designated gameplay (which is better looking, more detailed - graphics and gameplay- and as easy as TTD, am I correct?). But what I missed is a thorough discussion about all the suggested langauges / engines and their limitations. What I advice you all to do, and that is something I've learnt from my management classes, is to create a list of the following:
- ALL available programming languages
- ALL available but relevant game engines (relevant for the 2.5d / 3d sake)
- ALL necessairy game feutures
What you should do next is discuss by topic which is best or most important to the game. Don't make this discussion elaborate: create lists of advantages and disadvantages and base you final decission on that list. This way you prevent revolving-door decisission making which can be fatal to the project (check management guides for examples). Once you have made the dicission, lock the topic (literally) and go work it out. Amen.
Second idea a have is just simple: what about having a strike when you forgotten to raise the salary for your people? I really think human resource should be a part of the game. Without employees (and their salary) no transportation!
Yeah but it adds challenge to the game.Arathorn wrote:Ships have no trouble with going through oil. But the rest of your ideas are very good. IF they could all be made into one game you would have full economical simulation.
Also maybe have a coral reef, like in oz, if you go through it you have a 50% (or whatever) chance of crashing. So to be safe you should buoy around it.
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Can power stations show how much power they produce:
Production Last Month: So many kWh of Electricity
Would just give you some idea of how much coal was being transported to one not that you would have to take electricity away (unless this would like to be considered).
Or, enough coal has to be transported to power stations in order to keep electrified trains running. This would give a use for a measurement of production at power stations. Coal could be delivered to vehicle depots in order to supply coal for steam powered engines.
Production Last Month: So many kWh of Electricity
Would just give you some idea of how much coal was being transported to one not that you would have to take electricity away (unless this would like to be considered).
Or, enough coal has to be transported to power stations in order to keep electrified trains running. This would give a use for a measurement of production at power stations. Coal could be delivered to vehicle depots in order to supply coal for steam powered engines.
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