Making TTD feel more like a game?
Posted: 19 Jun 2022 14:56
One of the difficulties we've had with TTD is that it feels like a sandbox with no challenge. Sandboxes can be very fun, especially back when I was a small kid playing the game, though now we find we are looking for a more of a game-like competitive challenge.
Initially we felt that for a LAN game just playing multiplayer would naturally solve this and take the game from a sandbox to a competitive game, because players would then be competing against each other to see who excels the most.
However we found a few issues that has made this not as much the case in our play attempts. Before jumping to them below, I feel I should probably say I am a relatively new visitor back to OpenTTD, so apologies in advance if these observations are generally old/well known ones, or if there are mods already that address these (there are so many that it is tricky to find the suitable one, please lmk if so!).
1. The economy rule of original TTD is broken, since the cargo payment rate is seemingly linearly(?) multiplied by the number of tiles one ships the cargo. This means that one always wants to ship all cargo as far as possible, and never to the nearest consumer. So if there is a coal mine right next to a power plant, one will never want to connect them up (which would be the most logical thing to do in real world), but always find the farthest power plant to ship the coal from that plant to. This makes the maps evolve to odd routes of longest possible networks everywhere, rather than finding the shortest routest to ship items to. The start of the game is a rush to find the longest coal<->power connection and who micromanages the best to connect those up.
Same thing happens with passengers: passenger buses and trains to the next city over are never worth it, only air travel - and there one never wants to build an airport in the middle of the map, but always connect up first the corners and then the edges. So our playthroughs kind of devolve into a center of the map that is not developed much at all, except to contain a passthrough of train networks, and then all the corners and edges of the map fill up with airports.
I think it would be more realistic and intuitive for cargo payments to completely ignore the distance that cargo travels, and only (negatively) care about how long it took to deliver. Delivering a long route should be a headache of the player, not something that the buyer should generously reward. Does there exist a mod like that already? With passengers and mail I suppose the game might value long distances delivered, since the game cannot model desire/intent of the passengers or mail wanting to reach a specific destination.
When googling about this, I did find some sources discussing this effect, most notably this thread: https://www.reddit.com/r/openttd/commen ... nomy_mods/ There are multiple mods mentioned there, but no clear conversation on whether any of them would specifically address this "cargo payout distance factor scaling" issue. Does anyone know of an already existing mod would? I'll check out FIRS and Cargodist and see how they look.
2. the start of the game tends to be a big clicks-per-minute competition of who excels to set up the most lucrative longest routes in the beginning. I am not sure how to change this, though we have been thinking about simply constraining the amount of funds available at start. It would be great to get the game to move from a speed building competition towards a much slower and careful "search & estimate what would give best income" deliberation, since the players would not be able to afford to speed build the best routes.
One way to limit this might be to require players to bid and/or purchase contracts from the industries before they are allowed to haul cargo between them (something similar to buying streets in Monopoly maybe?). Since this would mean that players would not be able to spam all the possible lucrative routes at once, but their availability to the market would be controlled.
3. the game funds/player power is something as of a "superlinearly" growing, meaning that the player who is ahead at any point in time, will be very likely to pull even farther ahead as time grows, because great routes make great money all the way through the game in a stable manner. So far we have played with a custom goal, something like "first player to reach company value of $10,000,000 wins." or similar, to have a nice fixed length game. However so far we've seen that the player who reaches $3 million first will also be the first to reach $10 mil, because of there is nothing that can take away the foothold they have, and they'll enjoy the runaway rewards.
To combat this, I'm thinking it would be great to have some mechanics that would penalize the largest companies, so that there would be a "rubberband" effect in play that would make it possible for the smaller companies to catch up. If there was that kind of "contracts" feature, this might mean that if you are a big company, there would be a surcharge penalty % for bidding contracts that would be imposed on you to help the smaller companies be more lean (or even to force a big company to slim up at times).
These contracts might also be per transport type, e.g. "rights to haul goods via road trucks" vs "rights to haul goods via train", and the more trains you already have, the more % you would have to pay for a yet another train contract, so that it would force players to even out their company to operate on all transport types.
Another thought would be to implement "victory points" like many board games do. Here, instead of racing to first company to reach $10,000,000 (which is easy to manually track even without an official game rule programmed into OpenTTD), the game would hand out victory points in rankings in different categories ("Most Buses", "Most Trains", "Most Airplanes", "Most diverse hauled cargo types", "Safest company", "Greenest company" (least polluting vehicles, least nature destroyed by infra, hauls least coal, etc.), "Best customer satisfaction" (least % amount of cargo left undelivered at depots, fastest delivery time), "Technologically most modern", "Largest company", "Wealthiest company", etc.), and then the overall winner would be the one who achieves the best added up score after fixed # hours of play, or after fixed number of total points are reached.
4. An interesting thought that one of the players in our group brought up was "what if there was a possibility to trade ownership of already operating vehicles and infrastructure?" (and contracts if those existed). I.e. if a player has a train line serving some goods, players could make buy and sell offers of those lines so that they would be able to get rid of poorly profiting lines, or to purchase a competing company's line to guarantee one's own goods infrastructure to be running into the future. E.g. one might want to purchase a certain already developed Iron Ore Mine -> Steel Mill route from a competitor, if they have won a contract to further service the steel from that Steel Mine over to a Factory.
Curious to read what you think about these ideas, and mod suggestions welcome!
Initially we felt that for a LAN game just playing multiplayer would naturally solve this and take the game from a sandbox to a competitive game, because players would then be competing against each other to see who excels the most.
However we found a few issues that has made this not as much the case in our play attempts. Before jumping to them below, I feel I should probably say I am a relatively new visitor back to OpenTTD, so apologies in advance if these observations are generally old/well known ones, or if there are mods already that address these (there are so many that it is tricky to find the suitable one, please lmk if so!).
1. The economy rule of original TTD is broken, since the cargo payment rate is seemingly linearly(?) multiplied by the number of tiles one ships the cargo. This means that one always wants to ship all cargo as far as possible, and never to the nearest consumer. So if there is a coal mine right next to a power plant, one will never want to connect them up (which would be the most logical thing to do in real world), but always find the farthest power plant to ship the coal from that plant to. This makes the maps evolve to odd routes of longest possible networks everywhere, rather than finding the shortest routest to ship items to. The start of the game is a rush to find the longest coal<->power connection and who micromanages the best to connect those up.
Same thing happens with passengers: passenger buses and trains to the next city over are never worth it, only air travel - and there one never wants to build an airport in the middle of the map, but always connect up first the corners and then the edges. So our playthroughs kind of devolve into a center of the map that is not developed much at all, except to contain a passthrough of train networks, and then all the corners and edges of the map fill up with airports.
I think it would be more realistic and intuitive for cargo payments to completely ignore the distance that cargo travels, and only (negatively) care about how long it took to deliver. Delivering a long route should be a headache of the player, not something that the buyer should generously reward. Does there exist a mod like that already? With passengers and mail I suppose the game might value long distances delivered, since the game cannot model desire/intent of the passengers or mail wanting to reach a specific destination.
When googling about this, I did find some sources discussing this effect, most notably this thread: https://www.reddit.com/r/openttd/commen ... nomy_mods/ There are multiple mods mentioned there, but no clear conversation on whether any of them would specifically address this "cargo payout distance factor scaling" issue. Does anyone know of an already existing mod would? I'll check out FIRS and Cargodist and see how they look.
2. the start of the game tends to be a big clicks-per-minute competition of who excels to set up the most lucrative longest routes in the beginning. I am not sure how to change this, though we have been thinking about simply constraining the amount of funds available at start. It would be great to get the game to move from a speed building competition towards a much slower and careful "search & estimate what would give best income" deliberation, since the players would not be able to afford to speed build the best routes.
One way to limit this might be to require players to bid and/or purchase contracts from the industries before they are allowed to haul cargo between them (something similar to buying streets in Monopoly maybe?). Since this would mean that players would not be able to spam all the possible lucrative routes at once, but their availability to the market would be controlled.
3. the game funds/player power is something as of a "superlinearly" growing, meaning that the player who is ahead at any point in time, will be very likely to pull even farther ahead as time grows, because great routes make great money all the way through the game in a stable manner. So far we have played with a custom goal, something like "first player to reach company value of $10,000,000 wins." or similar, to have a nice fixed length game. However so far we've seen that the player who reaches $3 million first will also be the first to reach $10 mil, because of there is nothing that can take away the foothold they have, and they'll enjoy the runaway rewards.
To combat this, I'm thinking it would be great to have some mechanics that would penalize the largest companies, so that there would be a "rubberband" effect in play that would make it possible for the smaller companies to catch up. If there was that kind of "contracts" feature, this might mean that if you are a big company, there would be a surcharge penalty % for bidding contracts that would be imposed on you to help the smaller companies be more lean (or even to force a big company to slim up at times).
These contracts might also be per transport type, e.g. "rights to haul goods via road trucks" vs "rights to haul goods via train", and the more trains you already have, the more % you would have to pay for a yet another train contract, so that it would force players to even out their company to operate on all transport types.
Another thought would be to implement "victory points" like many board games do. Here, instead of racing to first company to reach $10,000,000 (which is easy to manually track even without an official game rule programmed into OpenTTD), the game would hand out victory points in rankings in different categories ("Most Buses", "Most Trains", "Most Airplanes", "Most diverse hauled cargo types", "Safest company", "Greenest company" (least polluting vehicles, least nature destroyed by infra, hauls least coal, etc.), "Best customer satisfaction" (least % amount of cargo left undelivered at depots, fastest delivery time), "Technologically most modern", "Largest company", "Wealthiest company", etc.), and then the overall winner would be the one who achieves the best added up score after fixed # hours of play, or after fixed number of total points are reached.
4. An interesting thought that one of the players in our group brought up was "what if there was a possibility to trade ownership of already operating vehicles and infrastructure?" (and contracts if those existed). I.e. if a player has a train line serving some goods, players could make buy and sell offers of those lines so that they would be able to get rid of poorly profiting lines, or to purchase a competing company's line to guarantee one's own goods infrastructure to be running into the future. E.g. one might want to purchase a certain already developed Iron Ore Mine -> Steel Mill route from a competitor, if they have won a contract to further service the steel from that Steel Mine over to a Factory.
Curious to read what you think about these ideas, and mod suggestions welcome!