[Economy] Industry cargo payment rate calculation.
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Re: [Economy] Industry cargo payment rate calculation.
And, like any newgrf, it can be unloaded.
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Re: [Economy] Industry cargo payment rate calculation.
Yeah. One of the weakest "argument" I´ve seen in ages:DaleStan wrote:And, like any newgrf, it can be unloaded.
regardsMarcoooooo wrote:Adding this feature to the game and not to the GRF's makes the game more standard.
Michael
Re: [Economy] Industry cargo payment rate calculation.
I was responding to
Marcoooooo wrote:Like any patch it should be able to be turned off.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Re: [Economy] Industry cargo payment rate calculation.
Sticking with the example of coal and power stations:
Its more natural for power stations to source as much coal as they can burn for as low as price as possible. To reflect this the closest connected coal mines could increase increase production, whilst the furthest decrease.
You might want to transport coal across the map to maximize profits but the power stations want to minimize their costs.
Edit:
I just realized that this might be out of the topic of the thread. My apologies.
Its more natural for power stations to source as much coal as they can burn for as low as price as possible. To reflect this the closest connected coal mines could increase increase production, whilst the furthest decrease.
You might want to transport coal across the map to maximize profits but the power stations want to minimize their costs.
Edit:
I just realized that this might be out of the topic of the thread. My apologies.
Re: [Economy] Industry cargo payment rate calculation.
As I remember in RR Tycoon II, the revenue for transporting cargos became lower the more regular became the service of the station.
It made the transport challenging even late in the game. Coaltraffic across the hole continent didn´t work here.
Ok, it was a different game, but I think something like this is needed and the idea wasn´t bad after all.
It made the transport challenging even late in the game. Coaltraffic across the hole continent didn´t work here.
Ok, it was a different game, but I think something like this is needed and the idea wasn´t bad after all.
Re: [Economy] Industry cargo payment rate calculation.
I'm very much against coal mines adapting their production depending on their distance to the next coal plant. This would only be appropriate if the transport companies serviced closer coal mines better than further away ones, which is not always the case. So, instead of the game dictating to the player how well the individual coal mines are to be serviced, it should be left up to the player how well he wants to service the individual coal mines, so he can take the condition of his existing transportation network into account when making this decision.Emohawk wrote:Its more natural for power stations to source as much coal as they can burn for as low as price as possible. To reflect this the closest connected coal mines could increase increase production, whilst the furthest decrease.
As I said before in a previous post, I think a power station should not care where it gets its coal from, as all coal on the map is of equal quality. Therefore, it should simply pay a fixed price depending on its current demand, i.e. depending how urgently it needs coal. It should be the player's decision where he want to transport the coal from. Normally, the player will attempt to deliver the coal from the closest coal mine, however, depending on the current state of his transport network, the player may find it easier and cheaper to transport coal form a further away mine.Emohawk wrote:You might want to transport coal across the map to maximize profits but the power stations want to minimize their costs.
Your post seems very relevant to the topic.Emohawk wrote:I just realized that this might be out of the topic of the thread. My apologies.
Re: [Economy] Industry cargo payment rate calculation.
Why not make cargo payment rate depend to competition between company ?
If a company transport cargo from cheap source, the payment to others company for this destinations should be lower than normal rate. The quality of service could be inpacted.
If a company transport cargo from cheap source, the payment to others company for this destinations should be lower than normal rate. The quality of service could be inpacted.
Re: [Economy] Industry cargo payment rate calculation.
Yes, in my post(s) in this thread (not the first post, as someone else started the thread), I described a system in which the prices would be determined by competition, i.e. price wars would cause both companies to make less money.Fredb219 wrote:Why not make cargo payment rate depend to competition between company ?
If a company transport cargo from cheap source, the payment to others company for this destinations should be lower than normal rate. The quality of service could be inpacted.
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Re: [Economy] Industry cargo payment rate calculation.
Sorry to bump an old thread, but has any more progress been made as far as this topic is concerned?
I realise it's no small task either, since it's likely that with changes to payment rates and a chance to undercut your opponents, purchase/running costs of vehicles and building costs for infrastructure need to be looked at and rebalanced too.
However I think it would add a great new element of competition to multiplayer games (or against AI), and provides a new challenge for players.
And with the planned passenger/mail (valuables?) destinations it's not like the giant expansive networks will ever become extinct either.
I realise it's no small task either, since it's likely that with changes to payment rates and a chance to undercut your opponents, purchase/running costs of vehicles and building costs for infrastructure need to be looked at and rebalanced too.
However I think it would add a great new element of competition to multiplayer games (or against AI), and provides a new challenge for players.
And with the planned passenger/mail (valuables?) destinations it's not like the giant expansive networks will ever become extinct either.
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