What if engine stats kept changing?

  • Howdy railway tycoons!


    Here's a topic/game idea originated from another forum, and I thought this would make a great discussion!


    What if round after round, the engine stats would change randomly? When you start a new round, your favorite engine from last round might not be the best anymore. The engines would still remain faithful to their era.


    How much could each stat change?
    Should the engines be in the same research order?
    How about pricing?
    Should the upgrade (engine parts) stats change or the engines?
    Should the random changes happen only on certain servers while other servers kept the original stats?

    What if stats were kept the same but each engine would get one more research/upgrade slot that is always random?


    I'm sure there are many more questions to consider and ways to make the hauling business more interesting, but this is a really fun topic worthy of discussion - even if the discussion would not lead anywhere :whistling:

    :engine1: Choo-Choo :engine1:

  • A. Generally, yes, that sounds like a fun idea. It challenges to more thinking, which engine to pick or which upgrade to research.


    B. But also another general idea: there are so many players who are railroad enthusiasts,others even are enging drivers in RL, and they often tell, that they are unlucky about technical details of the RN engines that totally differ from their real data.

    For me, an essential part of all graphic focussing internet stuff is the rule "form follows function", which aims in the same direction: even in a game, the technical data of engines we are playing with should be (almost) realistic.

    One example is the latest skin of the Medusa, that blue engine, which looks like a blue brick, like a tram/streetcar ... but to imagine this engine to run 240 km/h ... impossible! I like that skin, really, but it should have been given to a much slower engine.


    How much could each stat change?


    Not too much. They should make a difference, but not differ too much from something that would be possible for a build like that. And the other way too: if its an engine looking like a speed train, it should not be the slowest in that era.


    Should the engines be in the same research order?


    Again: look at the forms. The research order goes from old to modern in each era. The engines develop in size and detail. Switching two engines will work, but if the order looks very unrealistic, some fun will go.


    How about pricing?


    I would think, some little changes in pricing should be done, if the engind becomes more effective or less effective.


    Should the upgrade (engine parts) stats change or the engines?


    According to the form follows function idea (B) little changes should happen for the engines themselves. Top speed might change, but still in realistic steps. Bigger changes might happen on acceleration, maintenance and waggon count.


    Should the random changes happen only on certain servers while other servers kept the original stats?


    Not every player likes maths. Also, new players should learn the game first, which is quite complex already without these new challenges. For those players there should be servers on which engines do not change.

    See idea A: some like additional maths challenges, some will dislike them.

    So, yes, random changes should only happen on certain servers.


    What if stats were kept the same but each engine would get one more research/upgrade slot that is always random?


    This might be another good idea. Keep the main stats (or just change 1 or 2 for each engine) and add another slot, which might be totally new (quicker loading/waggon switching time, more safety which gives extra money or prestige on delivery, ...). But again, only on special servers and in a realistic way.


    And a side note:

    Please do the migration to HTML5 first, then plan these new ideas to be on the schedule.

    Kindern erzählen wir Geschichten, damit sie einschlafen.

    Erwachsenen, damit sie aufwachen.

  • Please do the migration to HTML5 first, then plan these new ideas to be on the schedule.

    Luckily those two things are entirely independent. But even with that being the case, random stat changes would be something we could to a bit further in the future, not right now. So either way, those two things will not impede each other.

    To add to the things Samisu already said:
    My personal idea about this suggestion right now is to let the stats fluctuate around the values we have right now. So the trains would still be similar to how they are right now, with random fluctuations (of maybe 0-20%) around their original values.
    And I would neither roll it out on all servers nor create an entirely new scenario for all regions, but instead just use individual international (temporary?) servers for this.
    And I also thought about making the "random" factor a bit fun. We could have polls about how strong the random fluctuations should be, we could let our office dogs deicde the values somehow, we could let the players select one era that is protected from changes etc.

    What do you think?

    _________________________________________

    Found?DU5gLUo.png

  • While I love this idea (being a math lover and all), and find this an interesting way of making multi-cultural servers a more attractive thing, I wonder how much success this would have long term.


    I realise day after day that I'm one of the lucky few that can do a conversation in two languages (english + mother tongue), and that this is not the case of most players. I'm not sure an international server would be viable long-term for all those people that are not fully fluent in english.


    And we have seen recently that an international server where everybody can speak his own language somehow loses some of this closeness between people. Because half the town doesn't understand each other.

  • No.

    I am happy if you want to play in a server where every era random stuff is thrown at you, create your own scenario and I will happily stay far away from it.


    This idea feels like someone is bored and need to spice up things, it wouldn't, because in the end the nerds would grab the data, analyse it and a couple of hours later we'd know exactly what's what.


    Wanting to know what we're dealing with is the nature of the beast as this game comes with long term strategies, takes planning, if you make a mistake you can't restart the game.

    Currently playing on:

    M1.201 Scandinavia

  • People in the asso I play are still asking all the time what is the best train after the pioneers update and changes to trains.

    Some are still using the "old" best trains


    Changing stats every round sounds like to much hassle for most players. what I would like is to have more destinctive differences.. so that is worth buying multiple type of trains instead of just picking the best average train for the era.


    What I would like also as a new feature on trains is that there is a fifth slot to research that is flexible.

    On that slot you can pick any of the 4 available upgrades but only 1 can be in effect to add 1 wagon or 10% extra speed or 2 accellaration points or 20% reliability and you can change your choice after each hourly recalculation.

    how much is added could vary per train.

    That way you have some influence on creating the perfect train for the job. put a higher topspeed if you are doning a 5 track good.

    add some accellaration if you are doing short haul or supply runs. or add an extra wagon if you are pushing levelup and better reliability might be the best pick for overnight hauling

    choice you make for the extra slot applies to all trains of that type. so that is will make it more inviting to run several types of trains and setting them up differently. to do all needed tasks


    There could also be some negative effect.

    if you add 1 extra wagon then accelleration drops a few points

    if you apply top speed or accelleration the reliability wil drop faster

    if you apply reliability the topspeed drops a bit


    those are the type of changes that are both realistic and easy to manage for most players.

  • Lots of good ideas that can be added to Samisu's suggestion. I like it, when a discussion developes, pros and cons are collected and new ideas get added. Together we might create some really new and challenging fun.


    Luckily those two things are entirely independent. But even with that being the case, random stat changes would be something we could to a bit further in the future, not right now. So either way, those two things will not impede each other.

    I have never seen a successful migration project, when the teams were separated, or when it was meant to be independent. (remember lately Lidl trying to migrate to SAP) The more the teams are mixed and flexible, the more they interact and support each other ... the quicker they both are, the less old bugs will be reborn and the more the migrated version will start with an acceptable quality. That's why I asked for priority being set to migration, so those who know the running version get some free time to give information and support to the migrating team. However, this thread is about new ideas on engine research.

    Kindern erzählen wir Geschichten, damit sie einschlafen.

    Erwachsenen, damit sie aufwachen.