Noseman

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  • in reply to: Train Fever final patch: Some thoughts and suggestions. #21077
    Noseman
    Participant

    @electricmonk2k

    Thank you for introducing a new English terms (such as “baloon loop”) to me. It would be very satisfying, if a game named “Train Fever” use so many railroad-related elements. May be even borrow things like train water and maintenance in very simplistic way from Railroad Tycoon 3.

    A problem of floating vehicles can be “fixed”, if you add many intersections or crossings along “flying” or “sinking” autobahn, but that’s not actually a fix, just a far-fetched workaround in-game (if I understand you right, though I am not sure).

    If TF enabled decoupling, it would ruin an official “20-minute” rule 🙂 And I think an automatic station manager would became even much more needed, with cargo category classification instead of cargo type. (At least, may be simple like in Simutrans).

    in reply to: Train Fever final patch: Some thoughts and suggestions. #21002
    Noseman
    Participant

    @electricmonk2k

    I think turning loops are something as train fuelling with water towers and maintenance depots – really not needed, but adds some immersion. It is my personal wiew, I am not trying to force it to anybody.

    Why there are main connection in game at all? Because people start driving cars from town to town. If you delete a road, the only way to reach their destination (without motorway connection) is your railroad. That’s no fair play. But if there is any road, may be even small country road, and very long, it makes an alternative way for citizen to reach another town.

    In reality, there is no town, where you can reach only with railroad, because CEO of railroad company destroyed the only road to town to force people to use his trains. Yes, there are places difficult to reach. But there is always a small road or a path (free of charge, for pedestrians and some others). If you, as CEO, bribe the city major and destroy this road, local people make another road. I am not talking about places that can be reached only with helicopter. So, if ANY another road is exist – you could delete another one, but only if other way is exist.

    About segments of long parts – it is just my wiev to flying/digging vehicles. It is not gamebreaker at all, but it can make visuals looks a little more satisfyingly. And yes, you are right: a minimum segment lenght should be checked.

    • This reply was modified 8 years, 3 months ago by Noseman.
    in reply to: Train Fever final patch: Some thoughts and suggestions. #20990
    Noseman
    Participant

    @gcampono

    Yes, devs shown some dedication, but for me, their enthusiasm has dried long before they finished the game. So instead of fixing capacity check, they just thrown in mandatory cargo selection, and then jumped away. Since the main goal of any company is to make money, they can rise their enthusiasm with revenue from paid DLC.

    About suggestions, let me explain. A huge amount of micromanagement would disappear, if my #1 suggestion is implemented (about modified old cargo system). #2, actually, don’t add any micromanagement for player, as it have to occur automatically. And #4 is a small step to realism, because in reality train just can’t reverse in dead-end, it just can move backwards. And it adds such a little thing as adding 1 additional station to the route, or building a small loop, what is not that hard. A player already is busy with lines, tunnels, bridges, lights, stations and junctions, and it just adds a one point – turning loops.

    in reply to: Suggestion: Line based vehicle construction #20091
    Noseman
    Participant

    As for me – good idea.

    Noseman
    Participant

    Excuse me, but I have nothing to say more than my comment in other thread, so I just copypaste it here:

    ————————–
    Just add “any” cargo selection. Means “appropriate to the type of car”.

    For example, coal and iron both goes into hopper. So why not let a hypothetical “manager” of she station decide, what can be load at this time?

    Of course, there should be a tanker truck to deliver oil by roads, but since there is barrels – I’d stuck with “any available” selection by default.

    So, selection for horse cart would be like that:

    -Any (default)

    -Wood

    -Oil

    -Iron

    -Coal

    -Goods

    And for railroad hopper wagon:

    -Any (default)

    -Iron

    -Coal

    ——————–

    If we have an oil tanker – than only liquids can be hauled with this.

    If we have multi-purpose van – let the hypothetical “manager” decides, what have to be loaded into the truck.

    in reply to: New cargo system makes it too complicated #19514
    Noseman
    Participant

    Absolutely agreed.

    Just add “any” cargo selection. Means “appropriate to the type of car”.

    For example, coal and iron both goes into hopper. So why not let a hypothetical “manager” of she station decide, what can be load at this time?

    Of course, there should be a tanker truck to deliver oil by roads, but since there is barrels – I’d stuck with “any available” selection by default.

     

    So, selection for horse cart would be like that:

    -Any (default)

    -Wood

    -Oil

    -Iron

    -Coal

    -Goods

     

    And for railroad hopper wagon:

    -Any (default)

    -Iron

    -Coal

     

    And that’s all.

Viewing 6 posts - 1 through 6 (of 6 total)