[RFD] Research

Archived discussions related to Transport Empire. Read-only access only.

Moderator: Transport Empire Moderators

Locked
User avatar
Hyronymus
Tycoon
Tycoon
Posts: 13233
Joined: 03 Dec 2002 10:36
Location: The Netherlands
Contact:

[RFD] Research

Post by Hyronymus »

FRD wrote:The player can invest an amount of funds into research, which will grant him earlier access to certain vehicles.

The R&D facility will allow the player/ai to build better vehicles (like increase power, lower running cost etc).[...]
By doing research you can gain advantages compared to your rivals, such as faster planes, more efficient RV's or high-capacity ships. I have an idea how to make this work. Suggest you let your R&D research more efficient steam engines and end up with this invention: the overheater! How can we possibly transfer any benefits from research to the performance of vehicles? Perhaps we can add variables to several figures that are important for the vehicles. I.e. the annual costs, speed, power and perhaps even TE. Since the overheater made the steam use more efficient you could multiply the annual costs with a factor 0,88 i.e..

I gave this subject the RFD tag because I can imagine it's not something everybody wants. Please tell me what you guys think.
User avatar
Zuu
OpenTTD Developer
OpenTTD Developer
Posts: 4553
Joined: 09 Jun 2003 18:21
Location: /home/sweden

Post by Zuu »

from: http://tt2.sourceforge.net/wiki/index.p ... #Zuus_list
me@wiki wrote:Timeline:Research: Here we need to discuss if we should follow the the 'real' timeline, or if we should use a more or less research based system. - I would vote for following the timeline, or inexact capabilities to choose what to research for. Rather RCT(chose which sort of atractions to reserach on) like researching that FreeCiv(choose exact which teach to research on) like.
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)
User avatar
PJayTycy
Route Supervisor
Route Supervisor
Posts: 429
Joined: 09 Mar 2004 20:30

Post by PJayTycy »

Although I like the research tree of civilization etc, I think it should stay there. A transport game doesn't really needs a "research" component. I would vote for "just follow the timeline".
User avatar
Zuu
OpenTTD Developer
OpenTTD Developer
Posts: 4553
Joined: 09 Jun 2003 18:21
Location: /home/sweden

Post by Zuu »

PJayTycy wrote:Although I like the research tree of civilization etc, I think it should stay there. A transport game doesn't really needs a "research" component. I would vote for "just follow the timeline".
I agree on that. Becuse researching is just one thing to much.
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)
ChrisCF
Transport Empire Developer
Transport Empire Developer
Posts: 3608
Joined: 26 Dec 2002 16:39
Location: Over there --->

Post by ChrisCF »

Some basic research is nice, but anything deeper than that and the game starts turning into *Civ* (for want of a better pattern to match against). Even if we don't implement research into technologies, we could always implement a technology system such that people can "lock out" certain features when preparing a scenario, e.g. no supersonic jets, no electric trains, etc.
User avatar
Steve
Tycoon
Tycoon
Posts: 2085
Joined: 10 Jan 2004 20:19
Location: London
Contact:

Post by Steve »

I think it wouldn't be too much if researching let you get things faster, rather than different thing altogether. Get £10,000 a year and you'll research that Gigondo A45 and it'll take a couple of months before Average Joe can handle such technology!

It would be a risky business, 10,000 here, which may not be too helpful overall. (Eg, if you research a toaster). Perhaps nice to see some "Research wars" between companies, both needing the best of the best to steal the CitysVille passenger market!
User avatar
Hyronymus
Tycoon
Tycoon
Posts: 13233
Joined: 03 Dec 2002 10:36
Location: The Netherlands
Contact:

Post by Hyronymus »

My inspiration for this feature was indeed the 'research wars' that lasted between the major British railroads and the major French railroads.
User avatar
Zuu
OpenTTD Developer
OpenTTD Developer
Posts: 4553
Joined: 09 Jun 2003 18:21
Location: /home/sweden

Post by Zuu »

Vote:
  • 1. No research at all
  • 2. Much control of what to resarch (can choose: new electric engine with much hp)
  • 3. Moderate control of what to research (can choose: locos)
  • 4. Low control of what to research (can choose: vehicles)
  • 5. Gain new vehicles, tracks types, buildings etc earlier.
  • 6. Improve existing techs.
Choose:
  • 1 or 2 or 3 or 4
  • 5 and/or 6
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)
Hellfire
Transport Empire Developer
Transport Empire Developer
Posts: 699
Joined: 03 Feb 2003 09:30
Location: Back at the office

Post by Hellfire »

I vote 6
Feel free to contact me over Email! My current timezone: Europe/Amsterdam (GMT+1 or GMT+2)

Code: Select all

+------------Oo.------+
| Transport Empire -> |
+---------------------+
[ General TE Discussion ] [ TE Development ] [ TE Coding ]
Under construction...
User avatar
Arathorn
Tycoon
Tycoon
Posts: 6937
Joined: 30 Nov 2002 17:10

Post by Arathorn »

I vote 1.
Let's not forget that we're stuck with real-life vehicles anyway.
User avatar
uzurpator
Transport Empire Moderator
Transport Empire Moderator
Posts: 2178
Joined: 10 Jan 2003 12:21
Location: Katowice, Poland

Post by uzurpator »

I vote 6
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
User avatar
jfs
Tycoon
Tycoon
Posts: 1763
Joined: 08 Jan 2003 23:09
Location: Denmark

Post by jfs »

I vote 1.
User avatar
Steve
Tycoon
Tycoon
Posts: 2085
Joined: 10 Jan 2004 20:19
Location: London
Contact:

Post by Steve »

3,5
User avatar
Zuu
OpenTTD Developer
OpenTTD Developer
Posts: 4553
Joined: 09 Jun 2003 18:21
Location: /home/sweden

Post by Zuu »

Hellfire wrote:I vote 6
You have to select 2,3 or 4 too.

I vote 1.
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)
Grunt
Route Supervisor
Route Supervisor
Posts: 449
Joined: 03 Oct 2003 20:22
Location: Edmonton, Alberta
Contact:

Post by Grunt »

I vote 4, 5, and 6. You're running a transport company here, folks, not a research institution; you're not doing research on your own, but you can certainly fund development by one of the companies that's doing vehicle development to get something out the door faster (and earlier access to prototype vehicles!).
Grunt
(aka Stephan Grunt, CEO of Grunt Transport Inc. since 1994.)
User avatar
Hyronymus
Tycoon
Tycoon
Posts: 13233
Joined: 03 Dec 2002 10:36
Location: The Netherlands
Contact:

Post by Hyronymus »

It's either 2, 5 and 6 or 4, 5 and 6 for me. I reckon the difficulty you create when allowing players to research their own vehicles. It would also conflict with the unspoken desire of many of us to add real life vehicles to the game. These real life vehicles would come out with unrealistic stats as a result of profound researching. Hence, 4, 5 and 6.
User avatar
Steve
Tycoon
Tycoon
Posts: 2085
Joined: 10 Jan 2004 20:19
Location: London
Contact:

Post by Steve »

Meeting Decisions:

- From forums:
3. Moderate control of what to research (can choose: locos)
5. Gain new vehicles, tracks types, buildings etc earlier.
6. Improve existing techs.

Status: Closed.

Topic locked, discussion continued here (08112006).
Locked

Return to “Transport Empire Development Archive”

Who is online

Users browsing this forum: No registered users and 8 guests