Alternative construction method (planning)

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PigCell
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Alternative construction method (planning)

Post by PigCell »

Hello there, I'm "new" to these forums as I'm a first time poster, but I'm guilty of lurking for quite a while. I searched for related suggestions and didn't find any (if there are, please redirect me and accept my appologies).

The Idea: Instead of constructing by building per tile from station to station one would only virtually build and terraform in some sort of sandbox while the game is running and at the end submit the whole "plan" to the server. Everything would then be constructed at once. I imagine there could be several levels of realism, possibly set as server variables- for example construction time.

What's the point? Well, first off you can plan without burning any money. If you're a start-up company you can start as big as possible and see if you have enough money to finish beforehand. If not, you can optimise your layout by reducing costly terraforming, brigdes or amount of tracks.

Financing: The financing system could become more of an integral part of the game as you'd have to pay per project and not per constructed tile. This could serve to make the game more realistic and include more banking options. Imagine fronting some part of an expensive project and pay the rest after construction or maybe include special loans.

Multiplayer: I hope (please share your views on this) it would greatly reduce the amount of sabotaging as you can't be caught in the act of constructing. No-one would see your plans until they're submitted and then it's "first-come, first-served" . One could also imagine some kind of "global authority" or simply a vadility check on what you submit. You'd only be able to submit projects that actually connect two or more stations. You wouldn't be able to just build a piece of track or terraform somewhere without purpose.

Improvement: In TTD a lot of time is invested in improving your existing networks. Imagine planning major reconstructions without stopping your traffic. When you're done, you submit your project and everything is constructed at once. Well, with the set construction time depending on how realistic you want your game.

Additional restrictions: I'm not the author of the following idea, credit goes to whoever had it first. Sorry, I don't remember who exactly- I read it here a long time ago. I imagine it would be easy to force a player to terraform realisticly by making sure the amount of land raised equals the amount of land lowered per project submitted. One could also have an option to restrict the distance one can move a certain mass of land, although that might be hard to implement.

Problems: My own constructive criticism, I'm sure you have a lot to add. In my head I picture the planning phase as kind of translucent overlay to the real map. In coop games one would have to have the option of somehow sharing ones construction plans or working on them together. Additionally there would have to be some kind of local authority visualisation if you try to submit a project and one or more towns don't like it. Maybe the areas in question could be highlighted in red or so. Then again it might be an advantage to plan around those things without wasting money first. There'd also have to be an option of saving construction plans as one usually spends a lot of time on them.

Constructive criticism and ideas on how this could be made more realisic both in terms of gameplay and implementation strongly encouraged :)
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athanasios
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Re: Alternative construction method (planning)

Post by athanasios »

We have already discussed your suggestion. Seems hard to implement. :(
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UltraNub
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Re: Alternative construction method (planning)

Post by UltraNub »

Also you would need a live carbon copy.......
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PigCell
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Re: Alternative construction method (planning)

Post by PigCell »

>We have already discussed your suggestion.
Darn it, I thought I was being original. Guess I've got to search the forums more thoroughly. Or do you have a link?

>Also you would need a live carbon copy.......
Something like that, yes. And on big maps it could blow up your memory footprint quite a bit. But then again you don't need a second full map. You only need to have the virtual changes (piece of track here, raise land there) and no towns and all the other stuff on a map. This can be put on top of the actual live map. That one doesn't change structurally unless someone submits something or a town grows or something.

The main problems I see as far as implementation is concerned: Sharing such a "carbon copy" in multiplayer is quite a bit of coding work. Another is, once you submit a change to a network, what do you do if a train is in the way? I have no solution so far. Also, if company x submits a project before company y, that new construction can break the plan of company y. You could highlight the parts that don't work anymore or delete them or both.

As for the actual data structures, I haven't really looked at the source code much so I'm just assuming how things work.
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