dylf wrote:IMO I would like perfer to see a more complex way of playing the game, OITTD, go on!
Well, and here we go. The following text I've written on a discussion site on the OTTDwiki, and because it was partially off-topic there and because someone sent me to this thread with my ideas

I will re-write them here. Maybe there are *some* things you could use for the "Economy and Balancing" project, although I know that most of it remains very complex (and I think it is either impossible to do in OTTD, or will change the WHOLE game and take a LOT of work).
To summarize it: I find the train schedule model extremely unrealistic.
Imagine a big rail network like the german one: Did you ever see a train that is sent to stations A, B, C, D and transports passengers from A to B, from B to C, C to D and D to A? What about passengers in A, do they all want to B? No, some of them want also to C and D. I know this point has already discussed (search for "passenger destinations" on the forum), but I've also got another: What about the cycle trains are sent through the network? Our trains in OTTD depart when they are full, go to the next station, unload, etc. - totally chaotic. In reality there are (normally) cycles in which trains arrive and depart at a station, e.g.:
(quoted from my first wiki text)
Code: Select all
___ ___ ___
.A \_____B____/ C \_________ / D
___ / \ ___ / \ ___
Every hour goes one train from A to D and also from D to A. Exact schedule
(there is only a one-way-track with two-way bypass at C):
Schedule of XYZTrain 5248->
A departure: x:00
B arrival: x:14
B departure: x:15
C arrival: x:28
C departure: x:29
D arrival: x:49
Schedule of XYZTrain 5248<-
D departure: x:02
C arrival: x:22
(waiting seven minutes for train 5248->)
C departure: x:29
B arrival: x:43
B departure: x:44
A arrival: x:58
(end of quotation)
To go more in the details here's a
(quote from my second wiki text)
I mean, in reality you never just "buy a train, give it two or more stations to serve, and let it go for it". In reality you have a huge complex of
* engines
* wagons
* stations
* switchyards
* ...*muchmore*
* and cargo to transport
and you try to combine these elements in a way they are fulfilling your transportation needs. E.g. you bring engine E from A to B, let it carry 10 container wagons to D by passing C, where 10 oil transporters are added to the train. At D you split your train in the center, you add other 5 cargo wagons to it, to transport the whole bunch to F, where the powerful engine E gives the wagons to a switching engine S, which "sorts" them in a switchyard together with other wagons. In the meanwhile E is connected with 5 empty person railway cars which are needed at city Y because another train there had a breakdown. (But just because E is so-or-so going to city Y, because there it has to do its next big transportation job.)
During all this actions dozens of other engines [and people, of course] did also their work, and because it alltogether would get a total mess if it is not planned, there exist regular and irregular (or: dynamic) /time/ schedules to avoid such a mess.
I would appreciate it if TTD would get more realistically in this way (not only with different passenger destinations and passenger timetables - that would just be a start! I mean, even an industry needs to schedule its good transportation - it's not very often as it is in TTD, that the factory produces and produces, and only if a grateful transportation corporation builds a station next to it, the goods are transported to the next processing factory), but probably that will always remain a dream.
(end of quotation)