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More Suggestions

Posted: 11 Jun 2004 16:16
by Airtaxi Pilot
I haven't played TTD for a long time and I thought I had lost the game until I found the CD packed away in an old CD-Drive box. I love this game and the patch just made the game more fun; I like the idea of an open-source version of TTD and I am now using OpenTTD.

Here are some ideas...
  • Big road terminals. Some cargo terminals can get very busy, bigger terminals would be useful. Larger road vehicles can be used, but bigger terminals would be nice.

    Multipurpose road terminal. A terminal for cargo and passengers. Useful in small villages. Busses could also carry mail.

    Oil Tankers. An oil tanker that stops at Oil Rigs could also carry a few people and some mail.

    Buying Industries. Companies can buy industries and make money from them. Players could also shut them down (annoy the competition)

    Intermodal. Road vehicles could board ships or trains. Would allow trucks to reach far away terminals, for example, for valuables or mail, although this could be done with trucks/terminals at each train station.

    Depots require goods. Vehicles can only be fixed if the depot has the Goods.

    Real Supply/Demand. It would be more interesting if there was real supply and demand between Cities (and Industries). For example, at City A, 10 people/cargo want to go to City B and 20 people/cargo want to go to City C.
Also, something else which annoys me, I cant use heliports without first building an airport (to build a helicopter).

I havnt played TTD for a long time and im not sure whats new in OpenTTD. Ive only just noticed that steam trains take a while to stop (when told to stop), is this new?

Oh, and thanks to the people who have developed OpenTTD

Posted: 14 Jun 2004 10:21
by DjArcas
I'd put larger bus stations waaaay up at the top of the list. As it stands, it's just impossible to have a bus station in the middle of a big city and not have it fill up to 1500 passengers or so. Too many buses just ends up with a traffic jam. Just the ability to attach multiple bus stations to eachother would be a start! :)

Posted: 14 Jun 2004 11:12
by Wolf01
don't forget "Auto-Renew Vehicles" many of us need this feature!

Posted: 14 Jun 2004 11:21
by Wolf01
i was thinking about a new feature/improvement, i don' think so if it was already posted:
when buying a percentual of another company, you should get the 25%, 50% or 75% of the income (positive or negative) of the "shared" company

Posted: 14 Jun 2004 11:22
by DjArcas
Wolf01 wrote:i was thinking about a new feature/improvement, i don' think so if it was already posted:
when buying a percentual of another company, you should get the 25%, 50% or 75% of the income (positive or negative) of the "shared" company
What, you're not making ENOUGH money already? :)

Posted: 15 Jun 2004 06:44
by Wolf01
DjArcas wrote:
Wolf01 wrote:i was thinking about a new feature/improvement, i don' think so if it was already posted:
when buying a percentual of another company, you should get the 25%, 50% or 75% of the income (positive or negative) of the "shared" company
What, you're not making ENOUGH money already? :)
no, i'm making only 3.000.000$ at year and i'm in 1988 :)
this would be an improvement if someone applies a rule to the balance, now when you start to make money you start also a circle that means "money bring money" and this is not real, especially the property maintenance is too low... i have at least the 25% of the map filled up with railways and roads and the property maintenance is about $173.000

Posted: 15 Jun 2004 09:04
by DjArcas
What difficulty setting?

Posted: 15 Jun 2004 12:33
by Wolf01
DjArcas wrote:What difficulty setting?
custom

competitors: 0
competitors start time: none
no. of towns: normal
no. of industries: high
max init loan: $600.000
init interest: 4%
veh running cost: high
constr. speed of comp.: high
intelligence of comp.: high
breakdowns: reduced
subsidy: x1,5
cost of construction: high
terrain: mountainous
lakes: high
economy: fluctuating
train reversing: end of line only
disasters: off

Posted: 15 Jun 2004 12:55
by Wolf01
another improvement is to enlarge the balance window and the vehicles info window because the overlap of the numbers an is impossible or very difficult to understand what number is and if is negative...

and the vehicles running cost don't change from low to high

about the coal mine and the power plant:
when would be inserted in the game the electric railroad?
the coal-to-electricity production should be possible only for railroad and electric railroad, when will be invented the monorail the electricity production should be changed to oil-to-electricity production...
and at least one station should be connected with a power plant to let the electric trains work, this opens the way for another disaster, the blackout, when a power plant is not fed for 2 or more months it stops the production of electricity

Posted: 15 Jun 2004 13:34
by Villem
Remember people, when you want changes there will be switches, more switches means more crowded gui..

Posted: 15 Jun 2004 14:19
by Saskia
I really like that intermodal thingy. That would mean car ferries, cargo planes (with ramps), train wagons for carrying trucks, and maybe even train ferries :shock:

@Alka: if it gets too crowded, it's not well designed :wink:

Posted: 19 Jun 2004 20:26
by MT3269
TT and TTD use old design technology ,so some of these suggestions probably won't happen ,except maybe in locomotion.

There's only too many suggestions I can think of but they'd require too many polygons or work so I neva bother bother posting them.

What's more too many features would eventually snailpace the performance for us with crappy computers.

Posted: 20 Jun 2004 22:29
by Zahl
Trainskier1406 wrote:TT and TTD use old design technology ,so some of these suggestions probably won't happen ,except maybe in locomotion.

There's only too many suggestions I can think of but they'd require too many polygons or work so I neva bother bother posting them.

What's more too many features would eventually snailpace the performance for us with crappy computers.
Erm, polygons in Transport Tycoon...?

Posted: 21 Jun 2004 13:01
by Wolf01
Zahl wrote:
Trainskier1406 wrote:TT and TTD use old design technology ,so some of these suggestions probably won't happen ,except maybe in locomotion.

There's only too many suggestions I can think of but they'd require too many polygons or work so I neva bother bother posting them.

What's more too many features would eventually snailpace the performance for us with crappy computers.
Erm, polygons in Transport Tycoon...?
yes, pixels, also squares are polygons :lol: