Suggestions for long standing game issues.
Posted: 15 Mar 2023 16:32
Where "long standing" is what Chris Sawyer actually has baked into the game, and OTTD grandfathered in.
1. Industry rating algorithm
From the WIKI, it still works in the same manner as it did in TTDPatch/TTo - which is:
- vehicle speed ( 85 - 255 km/h )
- vehicle age
- cargo waiting
- last visit
This causes it to be exceedingly hard to raise production of low grade industries in the early game, because vehicles are slow and weak. Which causes cascading failure of it causing infrequent visits and low chance of production increase. On the other hand, once things speed up ( the 160+kmh era ) then all of a sudden we get an explosion of productivity. Moreover, vehicle age is not really something a player can control other than replacing stuff every 2 years. If you combine speed/age restriction it gets pretty hard to recover until brute forcing it with TGVs.
My suggestion is to base industry ratings by:
- percent of maximum vehicle speed of this class in the current era
- vehicle reliability
- cargo waiting ( no change )
- last visit ( no change )
Speed restriction:
For ships, planes and trucks - quite obvious, if the fastest of its kind: 100% rating, if there are none, than failsafe to current behaviour
For trains - it would be:
- unpowered carrier ( wagon ) - fastest which can carry a commodity. Those without speed limits, don't count towards this goal.
IF all unpowered carriers have no speed limit, then:
- powered carrier which can carry a commodity - the fastest one
IF there are no unpowered carriers:
- fastest locomotive
IF there are no locomotives
- fastest rail vehicle of this kind
IF there are none
255km/h, so current behaviour
For trains this has the purpose to ensure that sets which have speed limits on wagons don't get penalized, otherwise, in a given year the fastest available train sets the restriction.
The reliability is more in line of giving the player means to manage station ratings and add a purpose to having vehicle replacements/depot visits in games with no breakdowns. It would also add a nice tradeoff to be made between 'slower, but more reliable or faster but less reliable'.
2. Can trucks get some love in the base game?
I just started a tropical game in bare OTTD. Year 1980. I've built a Turner Turbo train with 5 ore cars.
This cost 336000 moneys and costs 22700 moneys per annum to run. That is 180 units of cargo carried at 160km/h. Let's say this is 'rate' of 24000. What do we need to do to get the same rate in trucks of the era?
UHL Ore truck goes 88km/h and carries 25 tonnes of ore. The rate I need to match is 24000 * 1.3, because trucks can't into diagonals. To match such rate I need to buy 11 trucks. More or less.
That will put me back 592000 moneys and cost 82000 to run per year. TWICE the install cost and FOUR TIMES higher running cost. Moreover, as years come and go trucks become less efficient and trains, the opposite. Late game trucks are so inefficient that it is downright impossible to make money on some routes. Because those already expensive trucks need to compete with trains running 400km/h. The way I see it, trucks should cost half to a third of what they cost now and running costs ought to be slashed by 5-6 times. Otherwise their only purpose is to feed or boost ratings on select stations.
1. Industry rating algorithm
From the WIKI, it still works in the same manner as it did in TTDPatch/TTo - which is:
- vehicle speed ( 85 - 255 km/h )
- vehicle age
- cargo waiting
- last visit
This causes it to be exceedingly hard to raise production of low grade industries in the early game, because vehicles are slow and weak. Which causes cascading failure of it causing infrequent visits and low chance of production increase. On the other hand, once things speed up ( the 160+kmh era ) then all of a sudden we get an explosion of productivity. Moreover, vehicle age is not really something a player can control other than replacing stuff every 2 years. If you combine speed/age restriction it gets pretty hard to recover until brute forcing it with TGVs.
My suggestion is to base industry ratings by:
- percent of maximum vehicle speed of this class in the current era
- vehicle reliability
- cargo waiting ( no change )
- last visit ( no change )
Speed restriction:
For ships, planes and trucks - quite obvious, if the fastest of its kind: 100% rating, if there are none, than failsafe to current behaviour
For trains - it would be:
- unpowered carrier ( wagon ) - fastest which can carry a commodity. Those without speed limits, don't count towards this goal.
IF all unpowered carriers have no speed limit, then:
- powered carrier which can carry a commodity - the fastest one
IF there are no unpowered carriers:
- fastest locomotive
IF there are no locomotives
- fastest rail vehicle of this kind
IF there are none
255km/h, so current behaviour
For trains this has the purpose to ensure that sets which have speed limits on wagons don't get penalized, otherwise, in a given year the fastest available train sets the restriction.
The reliability is more in line of giving the player means to manage station ratings and add a purpose to having vehicle replacements/depot visits in games with no breakdowns. It would also add a nice tradeoff to be made between 'slower, but more reliable or faster but less reliable'.
2. Can trucks get some love in the base game?
I just started a tropical game in bare OTTD. Year 1980. I've built a Turner Turbo train with 5 ore cars.
This cost 336000 moneys and costs 22700 moneys per annum to run. That is 180 units of cargo carried at 160km/h. Let's say this is 'rate' of 24000. What do we need to do to get the same rate in trucks of the era?
UHL Ore truck goes 88km/h and carries 25 tonnes of ore. The rate I need to match is 24000 * 1.3, because trucks can't into diagonals. To match such rate I need to buy 11 trucks. More or less.
That will put me back 592000 moneys and cost 82000 to run per year. TWICE the install cost and FOUR TIMES higher running cost. Moreover, as years come and go trucks become less efficient and trains, the opposite. Late game trucks are so inefficient that it is downright impossible to make money on some routes. Because those already expensive trucks need to compete with trains running 400km/h. The way I see it, trucks should cost half to a third of what they cost now and running costs ought to be slashed by 5-6 times. Otherwise their only purpose is to feed or boost ratings on select stations.