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Prototypical accuracy and/or railfanning or just self-inflicted pain have got to be about the only reasons one would use it. Not criticizing it in the least. Actually respect the hell out of anyone suffering for their craft enough to use them. Game can be overwhelming even not running them. Adding that consumption of time and degree of difficulty is a hell of a thing.
Funny thing is, when we were playing Stormworks, we always brought a Caboose, and had "The best caboose" with amentities that made it more fun to use, same with Railroads Online and their caboose.
Guess it needs a bit of internal spice.
The best caboose example:
https://steamcommunity.com/sharedfiles/filedetails/?id=1901374896
I play in SP and i have a ♥♥♥♥ of work to do evrey Day. Some Days i have over 200 Freight deliveris. I have every Industri on Tier 5, now new opening Andrews on Tier 1. I have no TIme to think about how and when to use a Caboose.
1: It's a good indicator for whether or not I'd actually finished putting that train together before I ran off to do something else.
2: Tail lights are useful when running around in the dark.
Honestly I've never really understood when people say about the complexity of using them. Is it really that hard to just leave it somewhere you can back into when you're done switching?
True. Its been discussed before, some type of bonus or perhaps road side repairs if a caboose is attached. There has to be something that would have a player use the caboose. I think I'll start running mine.
Well early game I do not like having to do one extra reverse or multiple reverses and run around pending on the track / sorting required to reattach the caboose on the rear.
But yes, if it offered some sort of bonus, it is a different story.
Railroad Tycoon 2's cabooses offered a reduction in train robberies as a result of sacrificing one of the 6 revenue car slots your locomotive could attach, or less if you had less power.
(At the moment) I'm playing with a coboose for my (only) engine that runs the few cargo trains in my game. (I'm at day 4 of a 1:1 timed game, running around 40 pax trains between Ela and Whittier with one engine and 5 cars; and six cargo trains (two times to Connelly and the return trip and one time from East Whittier to Ela and back).
The caboose 'follows' the 'cargo engine'. It's just for fun and to add some variation in the game. I immagine that it's used for my three man crew to take some rest, or sleep, play a card game and take shelter when bad weather occurs. Other than that it's also my offices and sometimes I just sit there enjoying my trip while our AI engineer is driving the train. And, as AshHill mentioned, it's helps to plan your work and when placed at the end of your train indicates that your work is done. It helps also to actually see the end of your train.
PS1
No it is not so hard to use a caboose. Mostly max four extra movements on a cargo stop at a stations where your train passes and max six extra movements in case you also run around
your train if you get back in the direction you came from.
PS2
I would love to see a small bonus. Probably a bonus on the deliveries is complicated, because at the moment of delivery you mostly don't have the caboose attached, but maybe a small bonus on 'miles travelled with caboose'. Like the wages of the AI engineers that are calculated in that way (?).
Like some others I think the game could need a hard/core mode. As a first person junkie I'd like ask:
What about a hard mode depending on the presence of a Caboose ? Like:
- Standard Mode: all as usual, no need of a Caboose.
- Hard Mode: If no Caboose is somewhere next to the player ( distance needs to be discussed/defined) switching/shunting/driving is restricted to 1st person mode only. If a Caboose is next to the players area driving/switching can be done in 3rd person view.
How about that ?
Don't know if it can be made, but it seems a good and simple 'hard mode' to me. I would like to see something like that in this game.
I'm following era correct practices and some times on short runs, Whittier to Ela for example, the caboose is not needed as the conductor would ride in the cab, especially when using diesels. Also note that some crews placed the caboose right behind the engine during daylight hours to ease switching and they would place a red flag on the rear coupler of the last car. Note that using a flag instead of a illuminated rear end marking device is still allowed today.
Quoting NORAC's (Northeast Operating Rules Advisory Committee) 10th Edition's (effective November 6, 2011) rule 24:
Markers
On a main track or controlled siding outside of yard limits, the rear of a train must be identified by a marker as prescribed below:
a. Passenger Trains, Engines
Passenger trains, lite (sic) engines and engines operating at the rear of a train must:
1. Be quipped with an illuminated marking device.
or
2. Have the rear headlight on dim at all times.
b. Other Trains
Trains other than passenger trains must be equipped with an illuminated marking device under the following conditions:
1. From one hour before sunset until one hour after sunrise.
2. When the visibility is so restricted that the end silhouette of a box car cannot be seen from one-half mile on a straight track.
During other periods, a reflector, flag, or extinguished marking device may be used.
If I remember correctly, some of the things I recommended:
Make the caboose the place where you run your business. Have a desk in it where you click on various papers or objects to access your Waybills, your finances, ability to purchase locomotives and rolling stock, accept and modify your industry contracts.
Have a bed in it and that is where you can 'wait an hour' or 'sleep' by clicking on the bed.
Have a mirror to click on and that is how you change your character's clothes/appearance.
Towing the caboose gives you an extra 5% bonus per mile toward all the freight cars in the consist for when you deliver the car to the industry.
There are all kinds of things the devs could do to entice people to want to use the caboose for more than just aesthetic reasons. Of course, none of these things would be mandatory for those who don't want to use a caboose, but more fun and engaging for those who do.
I held on to the caboose for a while in the beginning for nostalgic reasons, but it was in the way and served no useful purpose, so I sold it.
I've only opened up to Bryson though and I'm not running long trains yet. Doesn't make much sense to me to have a caboose on a 3 car local, even if it is "prototypical". Playing in SP I've got enough work to do, I don't feel like working around the caboose, too.
If they had some actual, tangible benefit to playing I'd consider one. Otherwise it's just dead tonnage.
If I am pushing a string of bridge repair stuff for Ela, I'd have to drop it AND the passenger car. If I pit it on the end of the Connelly-Sawmill run it would be a pain to attach after each drop off at C1 C2 and C3.