Range; Better economy balancing?
Posted: 14 Aug 2007 14:50
Hi there!
I have just played a couple of games on rather large maps, using DBXL, Newships and Av8 (?) planes, starting in 1920. Using 0.5.3-RC2, the earliest planes are pretty much useless because of their slow speed. There's really no meaning in using aircraft until the faster jets arrive. All this will probably change with the "faster planes" patch, though. Which got me thinking...
Profits in OTTD are based on how fast you deliver a given amount of cargo across a certain map length. In other words, if you want to make lots of money, always use the fastest machinery available and send it on transcontinental missions. Having watched some multiplayer games as well as my own, several people "misuse" early-game steam engines and Concordes on missions they would never be used for in real life, simply because they are faster than their alternatives.
This could be limited if every vehicle had a "range" parameter, i.e. a number of tiles it could travel before needing to stop at a station (and refuel). This could play out as follows:
- Steam trains have to refill water and coal, sometimes often (depending on the engine). Diesel trains need diesel, but not as often as steam trains. Steam trains should therefore have the shortest range (together with some of the battery-driven metros), while diesel engines have a fair bit more (e.g. double range). Electric engines don't need anything and could have unlimited range. I see two "penalty" options; trains cannot be given non-stop orders that exceed their range, or the trains speed will be reduced to 30% of its maximum when passing its range limit, to "conserve fuel" in order to reach its destination. Running costs and reliabilty could also worsen drastically (to simulate the extra wear and tear of operating outside your limits). This would A) Limit the ability to misuse steam engines; B) Make designing track networks a bit more realistic and challenging, since you cant just send any train across the entire map, and limping fuel-starved trains will clog up your network pretty fast; C) Give people a motivation to actively consider, compare and choose their preferred type of railroad in any given situation throughout the game.
- Planes could have pretty long range. On the larger OTTD maps, long distances and vast sea distances (when playing with high sea level, which I enjoy because of a more diverse and challenging geography) can only be negotiated by plane. However, their range comparisons should be pretty realistic: A380s, 747s, DC10s, 777s and similar should be able to pretty much fly across an entire map. A300s and Concorde should have approximately half their range, and modern single aisle jets approx. one third, give or take (depending on model). Early prop aircraft should be put somewhere between the small jets and the steam engines (also heavily dependent on which aircraft type). It should be impossible to give a plane orders to fly between airports whose distance apart exceeds the planes' ranges (holding patterns and such could be ignored for simplicity's sake, since they are hardly predictable...). This would A) Limit the misuse of the fastest aircraft on ultra-long routes; B) Make range an important factor to consider when choosing equipment (long and thin routes still have to have an expensive widebody, even if it will only run half full); C) Encourage players to design their airport networks more carefully, spacing the airports in a way that would fit typical mission profiles better.
- Road vehicles could have a fairly short range which increases with every new model iteration. But their slow speed and low capacity already limit these to typical road vehicle missions.
- Ships could have a fairly long range (maybe limiting the ferries a little, widening the Cruise Liner's useability somewhat), but might not need it, as noone would use ships on too long missions anyway, because they are slow and you'd have to place buoys all the way...
If desirable (and not too difficult), one could make range dependent on technical condition (if one can take reliability as a measure of the vehichles' technical condition), which would force players to take extra good care of vehicles operating on the limits of their operational ability.
IMO, this could make the game better balanced and realistic, i.e. that one has to choose to which extent one wants to grow, as pushing the limits will require more monitoring as well as expensive upgrades, which might make running a medium-sized short-haul road vehicle & trains company as profitable and enjoyable as dominating the entire map.
And while I'm at it; is it possible to make running costs (which I assume are supposed to reflect fuel, maintenance, staffing and such) partly dependent on speed and/or state? High speed requires more fuel and maintenance, low reliability needs more maintenance, and waiting in front of a signal/in a station/an airport/dock does hardly need anything at all (short of staffing, of course). It seems fairly unrealistic to me that a train spending most of its year waiting for cargo should cost as much to maintain as a similar engine running back and forth most of the time...
I have just played a couple of games on rather large maps, using DBXL, Newships and Av8 (?) planes, starting in 1920. Using 0.5.3-RC2, the earliest planes are pretty much useless because of their slow speed. There's really no meaning in using aircraft until the faster jets arrive. All this will probably change with the "faster planes" patch, though. Which got me thinking...
Profits in OTTD are based on how fast you deliver a given amount of cargo across a certain map length. In other words, if you want to make lots of money, always use the fastest machinery available and send it on transcontinental missions. Having watched some multiplayer games as well as my own, several people "misuse" early-game steam engines and Concordes on missions they would never be used for in real life, simply because they are faster than their alternatives.
This could be limited if every vehicle had a "range" parameter, i.e. a number of tiles it could travel before needing to stop at a station (and refuel). This could play out as follows:
- Steam trains have to refill water and coal, sometimes often (depending on the engine). Diesel trains need diesel, but not as often as steam trains. Steam trains should therefore have the shortest range (together with some of the battery-driven metros), while diesel engines have a fair bit more (e.g. double range). Electric engines don't need anything and could have unlimited range. I see two "penalty" options; trains cannot be given non-stop orders that exceed their range, or the trains speed will be reduced to 30% of its maximum when passing its range limit, to "conserve fuel" in order to reach its destination. Running costs and reliabilty could also worsen drastically (to simulate the extra wear and tear of operating outside your limits). This would A) Limit the ability to misuse steam engines; B) Make designing track networks a bit more realistic and challenging, since you cant just send any train across the entire map, and limping fuel-starved trains will clog up your network pretty fast; C) Give people a motivation to actively consider, compare and choose their preferred type of railroad in any given situation throughout the game.
- Planes could have pretty long range. On the larger OTTD maps, long distances and vast sea distances (when playing with high sea level, which I enjoy because of a more diverse and challenging geography) can only be negotiated by plane. However, their range comparisons should be pretty realistic: A380s, 747s, DC10s, 777s and similar should be able to pretty much fly across an entire map. A300s and Concorde should have approximately half their range, and modern single aisle jets approx. one third, give or take (depending on model). Early prop aircraft should be put somewhere between the small jets and the steam engines (also heavily dependent on which aircraft type). It should be impossible to give a plane orders to fly between airports whose distance apart exceeds the planes' ranges (holding patterns and such could be ignored for simplicity's sake, since they are hardly predictable...). This would A) Limit the misuse of the fastest aircraft on ultra-long routes; B) Make range an important factor to consider when choosing equipment (long and thin routes still have to have an expensive widebody, even if it will only run half full); C) Encourage players to design their airport networks more carefully, spacing the airports in a way that would fit typical mission profiles better.
- Road vehicles could have a fairly short range which increases with every new model iteration. But their slow speed and low capacity already limit these to typical road vehicle missions.
- Ships could have a fairly long range (maybe limiting the ferries a little, widening the Cruise Liner's useability somewhat), but might not need it, as noone would use ships on too long missions anyway, because they are slow and you'd have to place buoys all the way...
If desirable (and not too difficult), one could make range dependent on technical condition (if one can take reliability as a measure of the vehichles' technical condition), which would force players to take extra good care of vehicles operating on the limits of their operational ability.
IMO, this could make the game better balanced and realistic, i.e. that one has to choose to which extent one wants to grow, as pushing the limits will require more monitoring as well as expensive upgrades, which might make running a medium-sized short-haul road vehicle & trains company as profitable and enjoyable as dominating the entire map.
And while I'm at it; is it possible to make running costs (which I assume are supposed to reflect fuel, maintenance, staffing and such) partly dependent on speed and/or state? High speed requires more fuel and maintenance, low reliability needs more maintenance, and waiting in front of a signal/in a station/an airport/dock does hardly need anything at all (short of staffing, of course). It seems fairly unrealistic to me that a train spending most of its year waiting for cargo should cost as much to maintain as a similar engine running back and forth most of the time...