Re: Idea: Improve acceptance of goods in terms of realism
Posted: 01 Jun 2009 18:42
Cool beans ever. Sounds like you've got quite a plan and idea there. So when's the patch going to come out?
The place to talk about Transport Tycoon
https://www.tt-forums.net/
sorry, my bad, clicked the wrong button, that was a quote from SirXaviusMr. Wednesday wrote: Please fix your attribution. I did not say those words, and I have never come close to filling a thread here with my opinions.
Tomorrow morning 3pm sharp.Xander wrote:Cool beans ever. Sounds like you've got quite a plan and idea there. So when's the patch going to come out?
He obviously already has: http://www.tt-forums.net/viewtopic.php?p=783515#p783515Leanden wrote:You'd best hope that belugas doesnt see this thread...
Touche kind sir.Yexo wrote:He obviously already has: http://www.tt-forums.net/viewtopic.php?p=783515#p783515Leanden wrote:You'd best hope that belugas doesnt see this thread...
Hard? OpenTTD is so easy (economically speaking) that anyone can become a billionaire in minutes by running a long, boring straight train line from one end of the map to the other (I won't get into how uninteresting micromanaging moneymaking airports is).Wolf01 wrote:If the system might be changed to reflect the r34l world, expect a much harder game
Possible but it would be nonsense. Transporting further *should* pay more money, (with a factor for cargo decay for time-sensitive cargo) . It's both realistic *and* correct for gameplay. Chris Sawyer got it rightZxBiohazardZx wrote:Isnt there a way to modefy cargo-payment rates / graphs?
if you can build in a parabolic distance-factor so medium range gives maximum profit then its fine...
not 100% true andythenorth, only if you can deliver it fast enough....andythenorth wrote:Ahem, but it would be nonsense. Transporting further *should* pay more money. It's both realistic and correct for gameplay. Chris Sawyer got it rightZxBiohazardZx wrote:Isnt there a way to modefy cargo-payment rates / graphs?
if you can build in a parabolic distance-factor so medium range gives maximum profit then its fine...
That's a time-based factor, not a distance based factor. Far as I know, this can be done with newgrf as nfo can modify payment factors for any cargo. Agree with you're point in the case of fruit, but it *is* time you're highlighting, not distance.ZxBiohazardZx wrote: not 100% true andythenorth, only if you can deliver it fast enough....
Sorry, I'm not trying to pick an argument with you specifically. It just seems to me that almost every week someone proposes modifying the cargo payment rates. If you search the forums, there are *so many* variations on suggestions for tweaking payment curves to 'fix' the problems of the TTD economy.and my parabolic curve was to illustrate the "reality" of taking your recources form a nearby source rather then 10k miles away...
The manual tells there are four factors which determ the revenue. Amount, distance, and two which consist the cargo payment rate: first tells how much you get for one unit of a cargo and second how time sensitiv it is.andythenorth wrote:That's a time-based factor, not a distance based factor. Far as I know, this can be done with newgrf as nfo can modify payment factors for any cargo. Agree with you're point in the case of fruit, but it *is* time you're highlighting, not distance.ZxBiohazardZx wrote: not 100% true andythenorth, only if you can deliver it fast enough....Sorry, I'm not trying to pick an argument with you specifically. It just seems to me that almost every week someone proposes modifying the cargo payment rates. If you search the forums, there are *so many* variations on suggestions for tweaking payment curves to 'fix' the problems of the TTD economy.and my parabolic curve was to illustrate the "reality" of taking your recources form a nearby source rather then 10k miles away...
caveatemptor wrote:Well it's important to remember that you're a transport company in OpenTTD, not someone who buys and sells at a profit.
Since the game is pretty complex allready, I think something basic and automatic would be needed. Everything else might be a nice toping but it´s most important that vanilla works fine.andythenorth wrote: ... Transporting further *should* pay more money, (with a factor for cargo decay for time-sensitive cargo) . It's both realistic *and* correct for gameplay. Chris Sawyer got it right