Dynamic Cargo Payment Rates

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magnato
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Dynamic Cargo Payment Rates

Post by magnato »

TT has been greatly developed as a simultation games, but unfortunately not so much as a stategy game. As you still can start with an old train and continue to make money throughout the game, demonstrates not only a lack of reality orientation, but more seriously it minimize the gamplay experience. The reason for this is Cargo Payments Rates. This should reflect an dynamic market, but the inflation can not hide the fact that this is static, isolated and boring. The game is really an interactional experience between player and city-development, but where is the underlaying interaction between players? Why is this not reflected in the Cargo Payments Rates??

If it was, Cargo Payments Rates would change all the time due to market situation, and often put companies on the edge of bankrupcy. Old trains and vehicles would be profitable, but only as long as competition was fable and slow. Once a much better service appears, the compayn would be much better of with old equippment abandoned, replaced and unefficient railroad system upgrades as well.

To do this Cargo Payments Rates must in one way or another be better integrated in the game. It is the only instrument I can see wich is able to bind players together with more profound interaction.
Magnato, Oslo
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Pookey
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Post by Pookey »

It already exists in TTD that a better service gets a better slab of the production/output and is therefore able to make more money. Having fluctuating cargo payments would possibly be integrated into the "fluctuating economy" difficulty setting, however, i am not sure exactly how difficult it would be.
Posted by Pookey...

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magnato
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Post by magnato »

It already exists in TTD that a better service gets a better slab of the production/output and is therefore able to make more money
this will not directly influence other players if they dont happen to serve the same line of production.
Magnato, Oslo
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