Agenda for the special TEmpire FRD meeting, 050205, 1900 UTC
[FRDF]
discussions:
3. [FRDF] Dikes and water
flow
4. [FRDF] Map slopes
5. [FRDF] Steepness of
slopes
6. [FRDF] Zones
7. [FRDF] Player owned
industries
9. [FRDF] Who builds
airports?
10. [FRDF] How to decide how
many wagons you can have in a train
11. [FRDF] Load/unload orders
12. [FRDF] Train propulsion
14. [FRDF] Pollution
15. [FRDF] Game controls
[RFD] discussions:
16. [RFD] Scale
17. [RFD] Shape of the maps
18. [RFD] Cell based, freeform
or something in between ?
19. [RFD] Triangular or
rectangular tiles
20. [RFD] Tunnels (what is a
tunnel?)
21. [RFD] Airports: how is
they constructed? by modules or fixed
22. [RFD] Docks
23. [RFD] Research
24. [RFD] Signalling
25. [RFD] Finding routes and
services
27. [RFD] Liveries
28. [RFD] Variable trains?
(attach/deattach locos and cars)
31. [RFD] Style
32. Set next meeting date and pick chairman + minute
maker
33. Deciding
about the Design Document
34.
Pick new Featured Discussion subject
Prepare yourself a bit if you have a big urge to speak about a certain
(not yet locked!) topic during tonight’s meeting. Some preparation would speed
up the meeting a bit. Download (and print?) this agenda for yourself so you can
keep track during the meeting.
Remember to end your monologues with a ~ tonight.
[FRDF]
discussions:
Scenarios will have one or more objectives.
Game features available to the player may vary per scenario. Scenario-makers
should be able to add triggers to their scenario to enhance the game experience
for players. Next to scenarios there will be a ‘free play mode’, possibly with
a switch for economy. With economy switched of the free play mode becomes a
sandbox.
Seasonal effects are very likely to be dropped.
Hardly anyone sees a feasible solution to match seasonal effects with the game
speed. Local variation has been discussed briefly although that (of course) is
a climatologic issue.
3. [FRDF] Dikes and water
flow
Dikes are needed to prevent land below sea
level to be flooded. It has been suggested to have dikes that belong to local
authorities (LA) and dikes owned by transport companies (TC). Dikes owned by
the LA are dikes surrounding map-generated water surfaces. Player-created water
surfaces have dikes owned by the TC who created the water surface. Other
suggestions were to add a test/ghost mode or to forbid lowering land near below
sea level land at all.
Suggested were a logarithmical steepness scale
or the RRT3 approach.
Railroads shouldn’t be steeper to 5-6% and
trucks occasionally visit hills with a steepness of 10-20%. Steepness is
measured as the rise of the terrain in
meters divided by the distance of that rise in meters. No steepness has been
set for advanced rail bound vehicles such as monorail and maglev.
6. [FRDF] Zones
Industrial, commercial and residential zones
have been suggested. The majority thinks this kind of zoning is too detailed
for a normal map with multiple towns and industries. It might work on a city
map (as in RRT2).
7. [FRDF] Player owned
industries
Players will not be able to buy industries.
After this decision the topic went OT by discussing how contracts between
players and industries should look. The majority seeks for a solution where
players only transport goods between industries and shouldn’t worry about
buying and selling the goods (which is the RRT3 approach). An enhanced TTD
approach has been suggested to, allowing free, untied construction which
results in a contract. There occasionally will be offers for service subsidies
between 2 industries. Bidding on this offer and successfully meet the requirements
results in a contract + bonus. Another suggestion is that industries have a
list of possible destinations for their goods. Taking the goods from the
factory to a possible destination results in a contract for that service.
This topic has already been locked. The
decision is that (at least) 1 station in the routing table of a vehicle is
linked to a depot. Linking a station to a depot is very easy but how it’s done depends
on the vehicle type. Train depots are build next to a train station. Depots
offer the possibility to buy, sell, transfer and service vehicles. Once a
vehicle has been bought it will only return to the depot to be sold or transferred.
Servicing a vehicle happens when a vehicle stops at the station with a depot
linked to it. The stop takes longer than a normal stop a station. The length of
the stop depends on the reliability of the vehicle. To prevent vehicles
literally being serviced each time it stops at a station the player will be
able to set a service interval. If the interval has passed the vehicle will be
serviced the next time it passes the station + depot. When a vehicle is still
in good state but you need something more powerful but also refuse to sell your
vehicle you can choose to transfer the vehicle to a different depot. The
vehicle can be deployed from the new depot as if it were new. To make cheating
less rewarding the routing table and all cargo will be erased and a time
penalty for transferring your vehicle is added. Generally your vehicle will
take 3-5 days to reach the new depot and has to be in that depot at least 1
day. Transferring also comes with expenses, depending on the distance, the vehicle
type and the current value of the vehicle.
9. [FRDF] Who builds
airports?
No decision has been made but a summary of the discussion has been made
in the shape of 8 possible solutions to this problem:
A Local authorities initiate, construct and
own airports (problem: how to deal with cities that don't initiate at all?)
B Local authorities initiate and
construct airports, offering them to players (problem: what if the price is
too high and how to deal with cities that don't initiate at all?)
C Local authorities construct
and own airports, players initiate the construction (problem: you need a
very good rating)
D Local authorities initiate and
own airports, players construct them (problem: what if no player can afford
to construct it?)
E Local authorities initiate
airports, players construct them and own them (problem: unrealistic as no
transport company owns airports in real life)
F Local authorities construct
airports, players initiate and own them (problem: unrealistic as no
transport company owns airports in real life)
G Local authorities own
airports, players initiate and construct them (problem: you need a large bag
of money)
H Players initiate, construct
and own airports (problem: each player would build his own airport; if this
is prohibited (1 airport allowed per town) you are forced to share your airport
with competitors or beg a competitor to use his airport)
This might help deciding what’s best or most favoured.
10. [FRDF] How to decide how
many wagons you can have in a train
Much discussion about what to take into account. The majority thinks
that it’s fair enough to keep too heavy loaded trains going, albeit at
Two main (un)loading options have been suggested. They both allow
freedom in how many wagons of a certain type to load on different stations in
the routing table.
The proposal from the FRD has been accepted and
expanded by taking notice of hybrid trains. The topic has been contaminated by
the question of fuel levels on steam and diesel locomotives. It seems nobody is
opposed as long as refuelling is part of servicing the engine.
Computer players (AI) should not have any
advances compared to human players (HP). During multiplayer games (MP) the AI
uses the slots that are left over. When a new HP joins the MP the slot is carried
over from the AI to the HP.
14. [FRDF] Pollution
This discussion has been locked after the
unanimous decision to drop pollution as a game feature.
Not much resistance against the suggestion that
map scrolling by bouncing against the screen border isn’t preferable. Fluid map
scrolling is preferred. Left-handedness and usable mouse buttons should be
considered when mapping functions to the mouse.
[RFD] discussions:
16. [RFD] Scale
Scale has been a featured discussion but no
decision was made yet. The meagre replies in the topic indicate a firm discussion
awaiting.
The world is flat (face it!). This gives the easiest path finding but is
also very common in this type of games.
18. [RFD] Cell based,
freeform or something in between?
The experts embrace something in between as
long as it enables the game to be 3D. We might need to decide on how many
directions are preferred for vehicles to move in.
19. [RFD] Triangular or
rectangular tiles
This is related to the two above points. If triangular tiles are
favoured it will be impossible to have a rectangular map. The parallelogram is
the mathematical feature that comes closest. Triangles offer 6 orientations and
12 directions where rectangles only offer 4 orientations and 8 directions.
20. [RFD] Tunnels (what is a
tunnel?)
tun·nel (tnl); n.
1. An
underground or underwater passage.
2. A
passage through or under a barrier.
3. Obsolete.
The main flue on a chimney.
The best
suggestion in this topic was that each map square has a
number of landscape surfaces and landscape roofs (always at least one surface,
the ground). Structures can only be built directly on top of a landscape surface.
Every structure has a height. There has to be enough space between a landscape
surface and the next landscape roof/surface to account for the entire height of
a structure built on the surface. A majority agreed on this approach as being
the best, a minority never looked at this topic.
21. [RFD] Airports: how is
they constructed? by modules or fixed
Two approaches have been suggested. A modular airport doesn’t have a standard
size and shape. The player decides where to put what and also when. The other
suggestion was to reserve a fixed terrain size on which players can build or
not build additional buildings such as extra gates, cargo storage etc. Runways
would be an exception to the fixed terrain size. They could be added to the
already reserved terrain if the LA agrees.
22. [RFD] Docks
Docks should allow multiple ships to (un)load
without every ship (un)loading at the same pier. Hence, docks should be larger
than in TTD. The possibility to expand a dock when it’s choking in ships is
highly favoured.
23. [RFD] Research
Researching in a ‘tech tree approach’
(Civilization, Age of Empires) doesn’t appeal to the majority. The research
system as proposed in the FRD is accepted by that same majority, though.
24. [RFD] Signalling
This subject has been added today. The preference goes towards
sophisticated signalling options. It should be possible to have trains passing
a crossing if the direction where the train is heading too is clear. Signalling
should also make it possible to have tracks for slow and fast trains next to
each other.
25. [RFD] Finding routes and
services
The following has been
defined:
·
Route: Two
connected stations. (i.e. two railway stations with track between them or two
harbours which are reachable over water. All airports are connected.)
·
Connected:
Two stations s and t are directly connected, if there is a
piece of track between them on which vehicles can get from the one station to
the other. Two stations s and t are indirectly connected
if there is a station r for which the following holds:
o
s is
connected (directly or indirectly) to r and r is connected to t.
Please
notice that it may take several recursive steps to get a path of directly
connected stations between two indirectly connected stations. Also, if the word
(in)directly is omitted, we mean "directly or indirectly connected".
·
Service:
A route on which some type of cargo is transported. (e.g. a passenger service
between two bus stops in a city.)
Beyond these definitions nothing has been discussed.
A visibility rating and a local authority
rating have been suggested. The latter would work as in TTD, perhaps with more
functionality and factors of influence. Nothing has been decided.
27. [RFD] Liveries
As I’m still confused about what’s been said I believe
it’s safer if this topic gets summarized during the meeting by someone. What I
did understand is that everyone wants vehicles to show company colours for
those who like that.
28. [RFD] Variable trains?
(attach/deattach locos and cars)
This topic has been closed after the
unanimous decision to drop it.
Breakdowns appear but never result in accidents.
When multiple engines are pulling 1 train engine failure of only 1 of the
pulling engines won’t halt the train. It does slow down of course. Because
breakdowns don’t last the slowing down will end as soon as the broken down
engine is fixed. The fixing of broken down vehicles in general happens during
the vehicles journey. The topic ended in how reliability should be assessed.
Reliability should decay with years of service. A heavy-strained vehicle decays
faster than an average strained vehicle. No real decision on how to measure
this has been made.
This topic is already locked. The majority
agreed to let players choose between SI units or imperial units. In game development
game units will be used.
31. [RFD] Style
Also added today. Nothing has been decided but the majority seems to go
for a flexible system. The graphical style shouldn’t be too realistic.
32.
Set next meeting date and pick chairman + minute maker
When will the next meeting
be held, who will lead it and who makes the minutes?
33.
Deciding about the Design Document
What about the Design Document now that we have discussed the FRD all
night long?
34.
Pick new Featured Discussion subject
Where should we talk about next?