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View Full Version : Sand/Water/Oil


kriss
12-10-2004, 09:17 AM
I posted this on GOD, but obviously I came here for informed opinion from you wise heads.

wesley l wrote:

Locos only get built at Engine sheds and have to travel to their first destination (like RT1!).


This has become my biggest gripe with RRT3, You end up with water towers & maintenance sheds lined up along the main track trying to ensure engines get serviced when due. (the requirement changes as the game progresses so half become redundant) The idea of spurs & making them part of the route is ludicrous once you have more than a few trains.
I now edit each map adding a start scenario event thus.
Reduce sand/water & oil requirements to zero (- 100%)
Compensate by increasing station cost by 50%, reducing train speeds by 10%. (could increase load/unload time but it's pretty long already)
I don't know if that's a fair trade off but it can be adjusted ad hoc.
I have to say I enjoy the game play much more like that but I really would like to have the old RRT1/2 system of building them in stations.

28-10-2004, 11:33 PM
Nice solution. I like it. It could also be programmed into maps as an option. Let the player decide which way he wants to go.

I have altered consumption for some of my maps. I reduced the need for sand on Mars - Greening the Red Planet since there is less need to fight gravity. I increased oil consumption because sandstorms would bring higher maintenance requirements.