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One of these pax expects to go from Albuquerque to Fort Collins in an hour at 56 minutes.
It takes a train an hour and 40 minutes to go from Albuquerque to Denver.
It takes a train 19 minutes to go from Denver to Fort Collins.
Because both use the fastest train, and Fort Collins is directly north of Denver(if you flew like a bird from ABQ to Ft Collins, Denver would be in the way)....
This means that even if the train picks up the pax as soon as he enters ABQ station, and then there's a train waiting in Denver the second the first train arrives...
The pax is expecting to arrive ***faster than physically possible***
Even the most perfect timing possible, the pax expects to arrive 3 minutes sooner than that. Fix this.
How is this being calculated though?
My route is *very* close to as the bird flies, and maintains a speed of 345 the entire route.
Is the time "expectation" an unreal objective simply showing the absolute best possible outcome?
Also perhaps a change in language might be beneficial. As a newcomer to the game I interpreted the "neutral" tooltip as they reach a neutral mood if they exceed EITHER the high price, OR exceed that posted time.
e.g. I interpreted exceeding that "expected" time as failure.
The game basically takes the arrival station and the departure station and finds the distance between them. It is done with a straight line method. The game does not factor in waterways, rivers, roads or any thing else that may cause the line to take longer than a simple point A to point B trip. So the straighter your rail, the faster the train can go and the likelihood of making the expected time increases.
That being said, the odds of making the expected time are close to impossible as you said. That does not mean that you failed if you don't get them there on time, it just means you cant charge them as much. I have one of those near 350 km/hr trains going from Houston to Dallas in my game and I can usually hit the time. This means I can charge the customer about $1000 dollars for the trip and they will not get upset. However, if the trip took longer than the expected time, I would end up with refunds and compensations. To get away with charging large prices, you have to have high speed trains. that go from point A to point B. if you cannot get someone directly to a point on a high speed rail, do not charge them the maximum amount. If you charge them less, they will be fine if the target time is not hit.
So for your game I'd recommend charging close to the full amount on that high speed rail because it is close to the expected time. If you have enough trains to hit that 6 minute wait time, that is an easy $1000+ a trip per passenger. If you are not willing to spend that kind of money on that many trains, just decrease the price and most customers in game wont mind waiting.
Meanwhile, even if the "expected time" is more assertive (as many of us believe), I think calculating it through a straight line is not an issue, if the expectation somehow flats out at about 100km/h. Only immensely long and tall mountain ranges like the Himalayas would pose a threat then.