Trains: Sufficient control is needed
I am hugely looking forward to trains in CoI but they will be useless (or nearly so) if sufficient control options aren't provided (see Satisfactory's visually beautiful but functionally awful trains).
I love Extrien's suggestion in https://ideas.captain-of-industry.com/suggestions/562339/train-network-operate-with-switcher-style, but assuming that's not technically feasible I'll assume these trains will constructed as a unit.
Presumably each train will be given a "schedule" of stops to visit. It's important that the player have something besides "wait here for x seconds" to control when the train leaves a stop on its schedule.
At the very least you want conditions such as "train is full" or "train is empty", but given these trains will frequently be carrying a mix of goods, we will also need some way to say "any of the goods are empty" or "any of the goods are full".
It would be nice to mix conditions such as "train is empty or it has been 3 minutes".
Comments: 1
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28 Dec, '24
AnnoyingOldMan[continuing as I ran out of words]
The devs are pretty creative, so there may be completely different ways of looking at this, but it's important to be able to limit rail traffic by having trains run only when needed without this falling to "they don't always run when needed".
Please don't put all these hundreds of hours of effort into introducing trains to CoI only to have them limited to "they are only useful if your playstyle is exactly X".