Just some thoughts on your proposal.Eddi wrote: IMHO what is actually needed [...] would be a modification to the decay rates depending on vehicle type, like a dining car reduces decay for passengers, and a refrigerated van reduces decay for food.
i don't think it needs to be on a per-cargo basis. my immediate thought is that it only really makes sense for the passengers and the refrigerated cargo classes. [...]
a possible vehicle set design could be:
local passenger coach: high capacity, unchanged decay
long distance passenger coach: medium capacity, half decay
luxury/sleeping car: low capacity, quarter decay
dining car: no capacity, but half decay for whole train [cumulative with long distance = quarter decay, cumulative with sleeping car: one eighth decay]
1. IMO, your original idea is (and should be) part of a much larger undertaking, namely "economy and (re-)balancing". And something like this should be integrated into the game engine but not into the vehicle newgrfs.
2. The usual way to handle the "decay" of cargo is speed, especially for passengers.
3. Restriction to only two cargo types (passengers, refrigerated cargo) seems to be arbitrary in the general context, IMO.
4. Decay rates should be bound to cargoes, i.e. being implemented into the cargo/industry newgrfs.
5. With custom cargo/industry sets available, it´s already possible to handle cargoes in a different way w/r to "decay". E.g., in ECS, the "tourists" cargo is already a member of the "passenger" cargo class, it could easily been used as a "less-decaying cargo" for long-distance hauling. Likewise for "refrigerated" cargoes.
Well I would´t call the use of "load amount" being of "minor significance", with loading time relations being in the range of [1 .. 8] for the DB Set. The problem with "destinations" seems to be intrinsic to that feature, though. I don´t use cargo destinations, so I don´t know about.Eddi wrote: [load amount]
actually, i did not forget it, i omitted it. because i think it is of minor significance. especially with destinations, where trains rarely unload completely.
Yes, that´s a feature, not a bug. It´s keeping people away from using larger capacity local couches also on long distances, and vice versa. The dining-cars, loading even slower, are an extra penalty for very long trains, so it makes only sense to use them on really long distances.Eddi wrote: i understand how you tried to solve the balance with this, but it doesn't solve the fact that the capacities of local and long-distance coaches is reversed. (which you admitted yourself here and here).
In conclusion, IMO this is a pseudo problem. We don´t need additional adjustable decay rates for long distances, but faster trains for those routes, i.e. not "half decay" but "double speed" (like in RL). And for reeeaaally long routes, you should think about using planes instead of trains, simply because TTD is a transport game, not a railway game. In case you don´t like that "realism" aspect too much.

regards
Michael