You can never get bored with trying to operate a network realistically. I can imagine the horror of you lot knowing that, actually, in real life, a 4-way junction with 12000 bridges and tunnels DOESN'T EXIST!

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That post will become the stuff of legend.SpamCannon wrote:I concur with thee, V. I find the way OpenTTD has killed the menial tasks a very pleasing thing indeed. It takes the dumb triviality, the time-wasting and the RSI out of the equation and leaves the game with a very good and a streamlined feel where all you really have to to do is make the BIG decisions.
That mountain needs to go. A route will come through here. This sector needs some forest to decieve the authorities. Goods' line will be mono. I need 5 more of this type of train. Instead of clickity-clickity-clicking all over the place for hours on end, buying 200 new wagons and lowering land point-by-point only to find yourself in front of a system-wide rebuilding because you need to convert everything to maglev, you just get your vision done.
I write songs to the glory of Autorail.
Well, not really, but if Autorail was a girl, I'd ask her out for a date because I really do like it very much.
To be more exact, I repeat myself - I like the game as it is - I would hardly change anything there. But the main point in the discussion was - "it is boring, unrealistic and one has too much money". Thus my proposals of what seems to me to be near reality, more interesting, challenging and spending more money.V wrote:I see this - particularly the first point - as a pretty characteristic example of what I was speaking about. Complication for difficulty's sake. Why make the land purchase separate? The game should automate all trivial operations, and let the player concentrate on real decisions.
These operations aren't trivial. These operations are what makes being a transport tycoon a challenge. The game has just trivialised them from the very beginning.V wrote:I see this - particularly the first point - as a pretty characteristic example of what I was speaking about. Complication for difficulty's sake. Why make the land purchase separate? The game should automate all trivial operations, and let the player concentrate on real decisions.
If you'd really like to role-play, you can do all these in ttd. the local authority simulates issues with land ownership/usage, and if you want to calculate costs, you can hold the shift key while trying to do an operation. If you'd like to purchase land first before building you can do that as well. Do you really want a game where you have to face protesters opposing a new line going through their neighborhood?Brianetta wrote:These operations aren't trivial. These operations are what makes being a transport tycoon a challenge. The game has just trivialised them from the very beginning.V wrote:I see this - particularly the first point - as a pretty characteristic example of what I was speaking about. Complication for difficulty's sake. Why make the land purchase separate? The game should automate all trivial operations, and let the player concentrate on real decisions.
You want to build a railway line between A and B. What's the business case? Who opposes you? Are there any political, environmental, archaeological or economic factors that might make you think again? How long will it take to construct this line? Do we have, or can we obtain, planning permission for the entire route? Who owns the land already? Will they sell? Can they be pressured into selling?
Exactly these issues are facing the project to rebuild the railway between Penrith and Keswick in north west England. What's this game about, anyway? It's a Tycoon game, not a tabletop railway game, but there's remarkably little in the way of actual business.
Believe me, I do all this, but there's no detail. I have to invent my own problems, and frankly I'm too predictable for that to be fun.DudeWheresMyTank wrote:If you'd really like to role-play, you can do all these in ttd. the local authority simulates issues with land ownership/usage, and if you want to calculate costs, you can hold the shift key while trying to do an operation. If you'd like to purchase land first before building you can do that as well. Do you really want a game where you have to face protesters opposing a new line going through their neighborhood?
See, to me, it's those sorts of operations that make being a transport tycoon in real life a pain in the a**. If I wanted to deal w/ all that, I'd pursue a career in a transport company.Brianetta wrote:These operations aren't trivial. These operations are what makes being a transport tycoon a challenge.V wrote:I see this - particularly the first point - as a pretty characteristic example of what I was speaking about. Complication for difficulty's sake. Why make the land purchase separate? The game should automate all trivial operations, and let the player concentrate on real decisions.
I'm afraid we won't ever see stuff like that in a computer game. Well, I actually also am a total realism fan - my ideal of game is close to VR. But, well, not really to expect from a machine.Brianetta wrote:Believe me, I do all this, but there's no detail. I have to invent my own problems, and frankly I'm too predictable for that to be fun.
I'd love to have a game where I have to face protesters opposing a new line going through their neighbourhood. I can decide whether to press on, whether to look for a different route, or to just run a bus instead.
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I don't expect to see any of this stuff; that doesn't stop me wanting it.
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