Why don\´t they make a railroadgame that...
Why don\´t they make a railroadgame that...
- has real proportions on the trains and landscape?
- supply and demand controls the transport
- transporting goods is done by agreements (long terms and one-time transports, like priority concists in RRT)
- trains DO NOT turn at the end of track. It has to reverse and be turned around in a loop or a turning wheel. Modern urban trains will just reverse.
- Train cars have to be transported to the depot, and when bought, you will have to get it at a ferrypoint or a local factory.
- Long trains are allowed. (like ttpatch)
- Loading areas with support locomotives, fork trucks and such. (automated, but you´ll see the containers move from one place to another)
- You´ll se the loading of the train, if zoomed in. (people carrying bags, conveyor belt with coal will fill up bulkcars, fork trucks will load the containertrucks.
- Station and loadingarea expansion, like cold storage, livestock pens, oiltanks, container space, (like the old rrt, but you have to size it yourself)
- electric trains must have electricity (like in RRT2)
- coal and diesel must be transported to stations, loading bays and depots. (By yourself, or buying from another company).
- you buy engines from different companies. buying a lot of engines from one company, gives you more trains to choose from from that company and discounts. (like conflict in middle east, if someone here has ever played it).
- servicing engines takes time. And you have to get another engine to back it up.
- breakdowns do not happen 1-2 times a year for a new engine, if properly maintained. Cars might need replacing.
- routes, and trains to support the route. A train isn´t the route. But a route needs trains. Different engines can be used in a single route. Trains stops in depots when unused. (have to make a lot of tracks for engine and car parking). A engine can be assigned in a scedule to different routes.. Cars will be used at different missions. It has to be transported to build the actual train.
- drivers and management makes the trains run smooth. And if there is overloading on a part of the track, the management will notify you, and you have to build larger stations, loading bays, and/or schedule the trains at another time of the day.
- servicetrain, that will maintain and fix your railway and signals.
- and last but not least: You´ll have to hire personell to carry out the work. Not interviewing them directly, but more how many drivers, servicepersonell, managementpeople you need. More janitors on a station = a station in a better condition. More drivers = less errors and disasters etc.
In an overview, this might look like a more local version of the traingames. You might connect a lot of cities, running a few passenger trains. But cargo delivery will need a lot of micromanagement. You connect to just a few industries and cities, but this is enough for your company to be "big" (more like the Train Companies in the US). You´ll have to have a lot of sidetracks where cars and engines are placed when not used.
Sorry for this long post, but this is the game I have always wanted since I got hooked on RRT.
Tor Inge
- supply and demand controls the transport
- transporting goods is done by agreements (long terms and one-time transports, like priority concists in RRT)
- trains DO NOT turn at the end of track. It has to reverse and be turned around in a loop or a turning wheel. Modern urban trains will just reverse.
- Train cars have to be transported to the depot, and when bought, you will have to get it at a ferrypoint or a local factory.
- Long trains are allowed. (like ttpatch)
- Loading areas with support locomotives, fork trucks and such. (automated, but you´ll see the containers move from one place to another)
- You´ll se the loading of the train, if zoomed in. (people carrying bags, conveyor belt with coal will fill up bulkcars, fork trucks will load the containertrucks.
- Station and loadingarea expansion, like cold storage, livestock pens, oiltanks, container space, (like the old rrt, but you have to size it yourself)
- electric trains must have electricity (like in RRT2)
- coal and diesel must be transported to stations, loading bays and depots. (By yourself, or buying from another company).
- you buy engines from different companies. buying a lot of engines from one company, gives you more trains to choose from from that company and discounts. (like conflict in middle east, if someone here has ever played it).
- servicing engines takes time. And you have to get another engine to back it up.
- breakdowns do not happen 1-2 times a year for a new engine, if properly maintained. Cars might need replacing.
- routes, and trains to support the route. A train isn´t the route. But a route needs trains. Different engines can be used in a single route. Trains stops in depots when unused. (have to make a lot of tracks for engine and car parking). A engine can be assigned in a scedule to different routes.. Cars will be used at different missions. It has to be transported to build the actual train.
- drivers and management makes the trains run smooth. And if there is overloading on a part of the track, the management will notify you, and you have to build larger stations, loading bays, and/or schedule the trains at another time of the day.
- servicetrain, that will maintain and fix your railway and signals.
- and last but not least: You´ll have to hire personell to carry out the work. Not interviewing them directly, but more how many drivers, servicepersonell, managementpeople you need. More janitors on a station = a station in a better condition. More drivers = less errors and disasters etc.
In an overview, this might look like a more local version of the traingames. You might connect a lot of cities, running a few passenger trains. But cargo delivery will need a lot of micromanagement. You connect to just a few industries and cities, but this is enough for your company to be "big" (more like the Train Companies in the US). You´ll have to have a lot of sidetracks where cars and engines are placed when not used.
Sorry for this long post, but this is the game I have always wanted since I got hooked on RRT.
Tor Inge
I'm lost in space. Visiting mother earth once in a while.
- CombatGold1
- Tycoon
- Posts: 4621
- Joined: 29 May 2002 15:27
- Location: Cardiff, South Wales
- Contact:
It´ll requires some coding. But I mean, most of the ideas are allready in other games, like RRT, TTdx+patch, Trains & Trucks Tycoon, Sim City, Traffic Giant, Mobility, Simutrans etc. If we put the best from each game into one, this shouldn´t take too long. The only thing that I haven´t found in any game yet, is the micromanagement of the stations and trains.
Just an example: Hiring people and routes is covered in Mobility. Simutrans has bridges over bridges. TTdx+patch has the best gameplay, Trains & Trucks Tycoon has the best graphix (with some flaws) and the most advanced construction posibilities. It´s there, but the coding and funding remains.
Just an example: Hiring people and routes is covered in Mobility. Simutrans has bridges over bridges. TTdx+patch has the best gameplay, Trains & Trucks Tycoon has the best graphix (with some flaws) and the most advanced construction posibilities. It´s there, but the coding and funding remains.
I'm lost in space. Visiting mother earth once in a while.
- CombatGold1
- Tycoon
- Posts: 4621
- Joined: 29 May 2002 15:27
- Location: Cardiff, South Wales
- Contact:
- CombatGold1
- Tycoon
- Posts: 4621
- Joined: 29 May 2002 15:27
- Location: Cardiff, South Wales
- Contact:
- CombatGold1
- Tycoon
- Posts: 4621
- Joined: 29 May 2002 15:27
- Location: Cardiff, South Wales
- Contact:
- CombatGold1
- Tycoon
- Posts: 4621
- Joined: 29 May 2002 15:27
- Location: Cardiff, South Wales
- Contact:
- CombatGold1
- Tycoon
- Posts: 4621
- Joined: 29 May 2002 15:27
- Location: Cardiff, South Wales
- Contact:
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