Started by Ashley, January 02, 2011, 01:19:57 AM
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Quote from: Jaridan on September 01, 2012, 04:07:59 PMcould you or one of the players elaborate what you/they did or what rules you set up or what kind of co-op play you established?
Quote from: VS on September 05, 2012, 09:43:33 AMRegarding electricity, do you think power plants should produce more energy per unit? How much? This is rather easy to change, but probably depends on single-player mode results, too.
Quote from: prissi on September 05, 2012, 12:27:42 PMPassengers piling up at stations should not affect too much, as routing 10000 passengers to 100 destinations is not more demanding than routing 100 passengers to 100 destinations. Since the number of destinations should somewhat follow the square root, this increase is less severe as the increase from more stations (= more connections, exponentially) and more vehicles (linear).
Quote from: Kevin Ar18 on September 05, 2012, 08:52:09 PMI, personally, prefer at least 100% ... but that's single player (and maybe another topic altogether?). However, for multiplayer there are actually a number of problems that come up: You can't share power; some people might hoard all the power plants, some might "reserve" them for future use, sometimes it's hard to get a powerline somewhere blocked by other players, players might not provide maximum resources to power the plant. All these problems mean you probably need a high percentage set.
Quote from: Kevin Ar18 on September 04, 2012, 10:48:22 PMGetting an account:* Added a password to all the "free accounts" and told people to read the chat in order to get the account. Why? There was two basic problems: 1) Players would get an account and never play or only play for one day, then stop playing. This used up several slots that real players could have used. 2) Very few people know how to use the chat in Simutrans, or find it rather difficult to use. By forcing them to know where the chat is before they get an account, it increases the chances they will actually communicate with other players in-game.Rules:not so much rules as things that sometimes cause conflict in games. Really, I guess it boils down to: don't steal passenger/goods from another player.* Don't duplicate someone else's passenger & mail system in a city. (Basically it amounts to: don't steal passenger & mail from another player by copying their lines.) Another reason is that some players really enjoy developing a city using passenger & mail, so it makes sense for only one player to handle one city in that case.* Don't copy a factory or industry where someone else is already transporting 100%. (Again, this is basically the same as the first point: not stealing goods from other players.) Since Simutrans has a max amount that can be delivered or produced, it is not possible for many players to use the same factory without it adversely affecting the other players. Of course, this isn't a fixed rule. For example, it makes sense to share during the first week of the game ... or sometimes a player only needs one of the goods, so someone else can get or deliver the other good(s).
Quote from: sdog on September 08, 2012, 07:24:42 AMAre there still problems with pax/good routing over different networks*, or why are you trying to prevent competition between companies? Having players compete against each other might allow more to play without needing more cities. In other words, what's wrong when a new arrival has a better service in a particular part and reduced profitability of the established players, perhaps driving them into bankruptcy?
QuoteI've had a brief glance at the servers currently running, and it is not quite obvious how to get a login for one of the locked players. Or are they all actually being played?
Quote from: Kevin Ar18 on September 10, 2012, 10:30:43 PMDifference in goals I suppose. A lot of players play solely for the purpose of building something they like (even in multiplayer). Some people like to focus on developing a particular city ... or maybe focus on a particular factory and trying to make the most efficient route that delivers the maximum. Someone else building in the same city could potentially cut off all the passengers -- even if the newcomer develops a really aweful line that never transports anyone and the other player has a really nice, complex line that potentially transports everyone efficiently without any waiting times. ... There are things you can do to the game that would make it easy for one player to "win" in no time -- little tricks of the game because it wasn't designed for that kind of competition.
Quote from: Kevin Ar18 on September 10, 2012, 10:30:43 PMHaving the goal being competition and trying to bankrupt the other person might fit best into a different type of game -- one I've never seen in Simutrans.... Something where the goal is not to build anything nice, but to get the most income in a certain time period, bankrupt other players, and generally try to thwart the other players.
QuoteThere are accounts available. Just read the messages that appear when you join the game. There is one that tells you how to proceed. However, people like to build in this game, so I hope you won't try "competitive" play in this server.