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Suggestion: upgradeTrain() #86

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hajo4 opened this issue Feb 23, 2014 · 2 comments
Open

Suggestion: upgradeTrain() #86

hajo4 opened this issue Feb 23, 2014 · 2 comments

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@hajo4
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hajo4 commented Feb 23, 2014

upgradeTrain(train) would buy another seat in a train,
at a cost of, say 15 credits.
This also needs a setting maxUpgrade,
as well as an entry "seats" for the train.

dropPassenger(train) would unload all passengers with matching destination.

Dropping passengers at a place other than their destination would
only be allowed for all of them at once (e.g. at an exchange-point as in Smalltown3).

Such a train upgraded to 2 seats would be a bit cheaper,
but also less flexible than 2 trains with 1 seat each,
i.e. it cannot be used to quickly collect VIPs at different places.

Cost vs. utility:
25 1_train1 = 1 passengers
40 --- 1_train2 = 2p
50 2_train1 = 2p
55 --- 1_train3 = 3p
65 1_train1 + 1_train2 = 3p
70 --- 1_train4 =4p
75 3_train1 =3p
80 --- 2_train2 = 4p
85 --- 1_train5 =5p
95 --- 1_train2 + 1_train3 = 5p
100 4_train1 = 4p
100 1_train6 =6p
105 --- 2_train2 + 1_train1 = 5p
...
Also, fewer trains means less blocking.

This would give the players another thing to optimize.

@Germanunkol
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Yes, this has been suggested before, and I really like the idea. I also like the upgrading idea - so far it was only suggested to use trains which can always carry two passengers.

I would probably modify dropPassenger like so: calling it in the original way, all passengers would be dropped. If the user gives a second argument "1" or "2", then only that passenger would be dropped.

@hajo4
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hajo4 commented Feb 23, 2014

BTW, when I made the SmallTown3-AI, I noticed that
the exact mechanic for dropping passengers,
and picking up some other passengers in the same tile
was not documented.
My trains would often drop their passenger,
at the exchange-point, but then didn't pick up
one of the waiting passengers.

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