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- Monitoring Trial Trains is still useful, especially if a map is not fully automated or if a bug in the automation config is discovered
- Alternative routes sounds like a great idea; I like the possibility of adding additional stops. Hypothetically one could run Podbaba - (Vrsovice) - Wilson and being able to schedule that rather than take the direct route may suit different infrastructure needs, especially in the absence of routable intermediate waypoints.
- Otherwise freely adding / removing stops from stations would simply greatly the operation of commuter services; going forward I could see a potential for some to run express from a central point then all stations beyond that, balanced with another shorter service that only stops all...
-- Urban Transit gives a greater reward per stations serviced; why not adapt that principal to Commuters where they need to service X number of stops during their contract?
Being able to remove stops would also help 'salvage' a test train that was sent along a wrong road and stopped at surplus places.
In short, more tools that let us work with the game instead of fight it to create layouts and timetables as creatively as we like is great by me!
--
At least that's my hot take on this post!
For the open points:
I'd like to have both possibilities of adding AND removing stops. Why? Just for better flexibility and to suit different playstyles.
Skipped stations should definitely lower the reward, as the complexity of the contract declines. Although I kinda like the idea of Icy McFreezeFreeze of having a mandatory number of stations in COM contracts, I think this would again reduce the flexibility of the contracts and I'd leave this kind of design to Urban Transit.
The more I think about it the more I realize there is actually no "removing" of the station. There should be
- 'Reroute' that tries to find another way
- 'Make' the train passing the station even if it is a stopping train
The latter should be somehow reflected in lowering the reward as it makes the contract easier. On the other hand, I would like to have the contract types distinct.I recognize and acknowledge that there is a need to omit some stops both in reality and in game but we should also gamify the real reluctance of the contract offerers to allow it. So we will come up with some solution to this, like a decrease of reward in case of making a visit 'non-stop'.
The game in its current state calculates reward based on theoretical max speed and shortest possible distance - a thing many players seem not aware of, according to some comments I have seen. So with a redesign there is a chance to improve UX to let the player know how the game works or wants the player to play
If you mean a dummy point on the schedule where the train doesn't actually stop (so we can use arrival sensors to route through stations), yes please!
I don't want to add stops to ICs. I like ICs precisely because they have less (or no) stops. I just want a "passing through" on the schedule so the arrival sensor can route it.
IC now (in my unpublished version) has all stations en route as passing stations in its schedule. When inspecting offered contract there is an easy way how to add a waypoint station to the schedule so the train is rerouted via the waypoint (without stopping there if it is an IC).