Ferry-O-Death

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dendron
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Ferry-O-Death

Post by dendron »

I don't see a 'humor' forum, so I put it it here.

In OpenTTD I opened a ferry route between oil rig and a town nearby, just for fun. So in town port 100 passengers get on board every time, while from oil rig never returns more than 5. Someone must be drowning them there or... maybe it's more like in 'Battle Royale' film? Scary. 8o
Conditional Zenith
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Re: Ferry-O-Death

Post by Conditional Zenith »

dendron
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Re: Ferry-O-Death

Post by dendron »

Thank you. Somehow I missed it. :D
Moriarty
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Re: Ferry-O-Death

Post by Moriarty »

Drown them? That'd be inefficient. The oil rig is just trying to lower costs by grinding them up and turning them into paste-like-lubricant. :twisted:
Eddi
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Re: Ferry-O-Death

Post by Eddi »

soylent oil! the best product since soylent steel!
michael blunck
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Re: Ferry-O-Death

Post by michael blunck »

Eddi wrote:soylent oil! the best product since soylent steel!
Well, at least in my steel mill, the workers are re-appearing completely after end of shift. 8)

regards
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Eddi
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Re: Ferry-O-Death

Post by Eddi »

well, if only anybody else had that steel mill :p
DJ_Izumi
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Re: Ferry-O-Death

Post by DJ_Izumi »

And this is why Cargodest makes passengers more plausable. :P
Conditional Zenith
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Re: Ferry-O-Death

Post by Conditional Zenith »

Not really, it still had issues of asymmetrical passenger travel.
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Re: Ferry-O-Death

Post by Circeus »

And doesn't it eventually have more passenger in transit than population on the whole map?
Conditional Zenith
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Re: Ferry-O-Death

Post by Conditional Zenith »

Yes, that can quite easily happen. Though to be fair, that can happen without cargodest too, it is just less common.
DJ_Izumi
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Re: Ferry-O-Death

Post by DJ_Izumi »

Seems to me that it's just a weakness in that TT only accounts for cargo 'gone' once it's picked up rather than when it's delivered. So with or without cargodest, the city basicly thinks that the passengers are gone and wherevery they want to be the moment they leave. Cargodest typically makes passengers 'exist longer', as they travel across routes, wait at transferpoints and stuff like that, it's often a lot longer untill they are delivered.

CargoDest probably needs the ability to 'rate' a transport service on it's ability to DELIVER the materials rather than pick them up.
Conditional Zenith
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Re: Ferry-O-Death

Post by Conditional Zenith »

The rating system in general needs an overhaul, both in how ratings are calculated and in how that translates to cargo appearing, especially when there are multiple stations servicing a given cargo source.
DJ_Izumi
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Re: Ferry-O-Death

Post by DJ_Izumi »

Conditional Zenith wrote:The rating system in general needs an overhaul, both in how ratings are calculated and in how that translates to cargo appearing, especially when there are multiple stations servicing a given cargo source.
Agreed. One station can get 70% and the other can get a 60% rating. It'd be interesting to see a shared 100% total, so as it determines how much of the material you get. So if you're head to head evenly, each player gets a 50% and it shifts between the competing stations.

THough I suppose this could be a problem in cities when you might share competition for SOME buildings but other buildings a station exclusively covers it due to stations in close but not identical locations.
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Dimme
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Re: Ferry-O-Death

Post by Dimme »

Moriarty wrote:Drown them? That'd be inefficient. The oil rig is just trying to lower costs by grinding them up and turning them into paste-like-lubricant. :twisted:
This game lets you make oil from "human burners". But not until the 2nd round.

http://www.bubblebox.com/play/adventure/1196.htm
Try my modular airports minigame!

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