Ideas - Even the smallest helps. Be reasonable...

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Hyronymus
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Post by Hyronymus »

Hmmm, that makes it difficult.
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Arathorn
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Post by Arathorn »

Yes but very realistic.
Another idea: there should be different kinds of rivers. Broad fastflowing rivers, slower rivers with a lot of curves and canals, also maybe the possibility for canalising rivers and floods if rivers are made too narrow.
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Post by sultana »

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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Post by jacke »

In multiplayer, you shall be able to join a already started game as a new company,
if you understand... :)should
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Post by Arathorn »

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.
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Post by SHADOW-XIII »

jacke wrote:In multiplayer, you shall be able to join a already started game as a new company,
if you understand... :)should
LOL ... Agree of course
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Post by Hyronymus »

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!
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Post by mp3Pro »

yes, saleries and training should affect ratings as much as upkeep and having the lateset vehicles.. ie: I would rather ride on a older vehicle that got me there on time than a new shiny vehicle that was cronicly late
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Post by sultana »

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.
Yeah but it adds challenge to the game.
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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Post by Hyronymus »

Did anyone of the programming team read my first idea yet? I'm curious what you guys think.
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Arathorn
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Post by Arathorn »

sultana wrote:Yeah but it adds challenge to the game.
Reality is challenging enough.
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Post by SGWebmaster »

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.
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Post by spaceman-spiff »

Good idea, it should even affect town growth
Well, back to work, lot's of it in the near future
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Post by gasp »

Drivers must have a salary in TT2... :roll:
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Post by SHADOW-XIII »

gasp wrote:Drivers must have a salary in TT2... :roll:
in TTD it is including in a RunningCost :roll: .. but in TT2 it can be paid separatly
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Post by gasp »

SHADOW-XIII wrote:
gasp wrote:Drivers must have a salary in TT2... :roll:
in TTD it is including in a RunningCost :roll: .. but in TT2 it can be paid separatly
Exactly what I meaned ;)
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Post by SHADOW-XIII »

and of course driver's fee will be affect to ... ... to what ??
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Arathorn
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Post by Arathorn »

Inflation
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Post by sultana »

Arathorn wrote:Inflation
Er... inflations in ttd
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Post by SHADOW-XIII »

Arathorn wrote:Inflation
ok ... inflation in TT2 .. but what else ??
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