Copy & Paste all over again
Posted: 30 Jul 2011 14:42
Well, firstly I want to thank you for great work you're doing; I played TTD since I was a kid and when you made OpenTTD, it brought me back to playing.
Then, when I played for some time I made great railroad networks, which when overloaded, got stuck. So I started to make better junctions and stations and that's when problems began: one double four-way junction took over 10 years in-game to design, build and test - I just got briefly inspired by junctions designs on wiki, didn't copy. Still, it's little bit too much. So I searched through google and this forum and foud some solutions for Copy/Pasting (Copy&paste patch, Reworked version and Clipboard which seems the only one alive). I won't lie, I didnt read each and every reply, but I figured where the biggest problem is: it never got official support, never really got into source code.
The reason for that is mostly because of protection of other players designs. Well, I agree, nothing's more frustrating than spending two hours on a design and twenty seconds later finding the same design all over the map.
So player will get frustrated either way: either he will have to spend most of the time building huge junctions over and over again (and after fours of gameplay he finds that little, but critical weakness that he used in all other instances) or he gets his ideas stolen. Or, he uses only simple one-rail-one-train railroads and makes great working systems, which resemble mostly chaos and tangled rails.
So i sat down and thought, how to make this powerful and time-saving tool and still protect other players ideas (at least partially - ever heard of screenshot?). One thing came into my mind, thet already have been used in a tycoon game before. Who plays or played RollerCoaster Tycoon will know special type of map, where he didn't have any cash restrictions and could build and then save any rollercoaster design he wanted.
Why not to make somethig like that in OpenTTD? Just a rough idea:
-No money restrictions, just calculate cost estimate when saving the template. When "pasting" to the scenario, re-calculate accordig to difficulty setting and add demolition cost for the entire area (just an estimate).
-Toggle universal rail - if the rail he designed should be converted to currently active type or not (if you want to use more than one type in one template)
-Set of benchmarking tools (depots, that would spawn (and de-spawn) trains of given (or random, min/max) lenght, vehicles etc.
-fake industry - to get dimentions and benchmark loading in stations
-tool to select which part of area should be saved
This whole feature should be isolated from Single/Multiplayer, meaning that you could only create templates when not in actual game (let's say you're project architect in that mode). Also, it qould be great if you could to save those templates in hiearachic tree (like files in folders); this also could be the solution to save those templates - save them as special type of map (in templates folder for example), with tiles toggled as not used (benchamrk depots, industry, tiles outside the template area etc.).
When you think about it, this would save players hours of dull work of repeating their ideas (yes, dull work when you are playing... that really seems weird), allowing players to test new theories much faster, thus being more creative.
It's been a while since I used english actively, so excuse please any bad grammar and non-existing words, i hope you'll understand the main idea.
Then, when I played for some time I made great railroad networks, which when overloaded, got stuck. So I started to make better junctions and stations and that's when problems began: one double four-way junction took over 10 years in-game to design, build and test - I just got briefly inspired by junctions designs on wiki, didn't copy. Still, it's little bit too much. So I searched through google and this forum and foud some solutions for Copy/Pasting (Copy&paste patch, Reworked version and Clipboard which seems the only one alive). I won't lie, I didnt read each and every reply, but I figured where the biggest problem is: it never got official support, never really got into source code.
The reason for that is mostly because of protection of other players designs. Well, I agree, nothing's more frustrating than spending two hours on a design and twenty seconds later finding the same design all over the map.
So player will get frustrated either way: either he will have to spend most of the time building huge junctions over and over again (and after fours of gameplay he finds that little, but critical weakness that he used in all other instances) or he gets his ideas stolen. Or, he uses only simple one-rail-one-train railroads and makes great working systems, which resemble mostly chaos and tangled rails.
So i sat down and thought, how to make this powerful and time-saving tool and still protect other players ideas (at least partially - ever heard of screenshot?). One thing came into my mind, thet already have been used in a tycoon game before. Who plays or played RollerCoaster Tycoon will know special type of map, where he didn't have any cash restrictions and could build and then save any rollercoaster design he wanted.
Why not to make somethig like that in OpenTTD? Just a rough idea:
-No money restrictions, just calculate cost estimate when saving the template. When "pasting" to the scenario, re-calculate accordig to difficulty setting and add demolition cost for the entire area (just an estimate).
-Toggle universal rail - if the rail he designed should be converted to currently active type or not (if you want to use more than one type in one template)
-Set of benchmarking tools (depots, that would spawn (and de-spawn) trains of given (or random, min/max) lenght, vehicles etc.
-fake industry - to get dimentions and benchmark loading in stations
-tool to select which part of area should be saved
This whole feature should be isolated from Single/Multiplayer, meaning that you could only create templates when not in actual game (let's say you're project architect in that mode). Also, it qould be great if you could to save those templates in hiearachic tree (like files in folders); this also could be the solution to save those templates - save them as special type of map (in templates folder for example), with tiles toggled as not used (benchamrk depots, industry, tiles outside the template area etc.).
When you think about it, this would save players hours of dull work of repeating their ideas (yes, dull work when you are playing... that really seems weird), allowing players to test new theories much faster, thus being more creative.
It's been a while since I used english actively, so excuse please any bad grammar and non-existing words, i hope you'll understand the main idea.