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Thread View: alt.games.microprose.transport-tyc
4 messages
4 total messages Started by Edward Bernard Sun, 08 Aug 1999 00:00
Rules for Competition
#387
Author: Edward Bernard
Date: Sun, 08 Aug 1999 00:00
27 lines
1445 bytes
I've had an idea for the rules. We don't want to make it too easy but not
too difficult as we don't want to biased against newcomers. I'm perhaps of
medium ability, so I thought these might be alright.

Max Competitors: 5
Start time: 3 Months
Towns: Depends on scenario
Industries: Depends on scenario
Loan: �500,000
Interest: 2%
Vehicle running costs: Medium
Speed of computer: Medium
Intelligence of computer: High
Breakdowns: Reduced
Subsidy multiplier: x4
Construction costs: Low (it costs enough as it is to raise the sea bed. Can
be �32,000!)
Type of land: Depends on scenario
Sea/Lakes: Depends on scenario
Economy: Fluctuating
Train reversing: At end of line and at stations
Disasters: On

I hope you'll find this satisfactory. Do you have an idea when it will be
ready?

Eddie
Re: Rules for Competition
#388
Author: Chris locke
Date: Sun, 15 Aug 1999 00:00
34 lines
2420 bytes
Thanks Eddie for this email.  Any comments from anyone else?

----

Why do we have to decide on the winner by Company Value or Net Profit? I
think it should be decided on performance points. And what does 'medium
specifications' mean?We shouldn't use company value because:
A) You can easily increase your company value by taking out a massive loan,
adding millions to your value
B) Someone might prefer to use cheaper trains. This is being biased against
them.
We shouldn't use net profit because:
A) People can set-up 'milk-runs' which just go on forever, maybe making
thousands of pounds each journey
B) Subsidies can be used to artificially increase net profit       _______
We SHOULD use perfomance points because:
A) It takes into account all of the graph subjects: net profit,operating
profit, annual income, cargo delivered, company value, and works out a more
correct figure.
B) They are easy to compare. At the end of the game, you are given an
accurate score. This is the way Tycoon evaluates your performance, so why
not this contest? It's not so easy to compare net profit, as you can't get
an accurate figure from the graph.
I'd also like to press for the usage of a FLUCTUATING economy. We all know
how annoying it is when your link run (i.e iron ore-steelmill-factory-town)
is broken when the steel mill closes down, but still, it is aninteresting
challenge to all of us and it cuts down on people setting up milk runs,as it
means you have to keep moving your business, and it stops you getting bored
when all of the possible industry routes have been used up and you have to
wait for the game to finish. A fluctuating economy brings out the best in
players.

Thank you, I hope someone will consider this as all my other posts have been
ignored, Eddie
Re: Rules for Competition
#389
Author: rlse... Aaron
Date: Sun, 15 Aug 1999 00:00
62 lines
3740 bytes
I'd have to say I totally agree with those suggestions.  First off,
I've been a little discouraged about joining in on this contest since,
with the suggested difficulty settings, I'd be committing myself to
playing a very boring game.  So I'd like to suggest increasing the
difficulty settings, say, less money at the start, lower subsidies,
more expensive vehicles, higher interest, or at least some of those
things.

So anyway, first with the fluctuating economy.  Great idea since it
prevents having a whole bunch of burnt out industries sitting around
the map producing so little they couldn't possibly be used in a
profitable route.  With fluctuating economy those industries (except
the forests) would shut down soon enough.  Plus with the occasional
closed industry it opens up room for new industries so that there will
always be new potential routes appearing even late in the game.

As for using the performance rating for ranking, I also think that's
the best way to go.  The biggest challenge in this game for me has
always been trying to achieve tycoon status (performance of 960+ I
think).  It would put the focus on trying to build quality routes and
then carefully managing them afterwards since one unprofitable vehicle
would prevent you from achieving a good performance rating.

On Sun, 15 Aug 1999 13:11:22 +0100, "Chris locke"
<mcmu...@yahoo.com> wrote:

>Thanks Eddie for this email.  Any comments from anyone else?
>
>----
>
>Why do we have to decide on the winner by Company Value or Net Profit? I
>think it should be decided on performance points. And what does 'medium
>specifications' mean?We shouldn't use company value because:
>A) You can easily increase your company value by taking out a massive loan,
>adding millions to your value
>B) Someone might prefer to use cheaper trains. This is being biased against
>them.
>We shouldn't use net profit because:
>A) People can set-up 'milk-runs' which just go on forever, maybe making
>thousands of pounds each journey
>B) Subsidies can be used to artificially increase net profit       _______
>We SHOULD use perfomance points because:
>A) It takes into account all of the graph subjects: net profit,operating
>profit, annual income, cargo delivered, company value, and works out a more
>correct figure.
>B) They are easy to compare. At the end of the game, you are given an
>accurate score. This is the way Tycoon evaluates your performance, so why
>not this contest? It's not so easy to compare net profit, as you can't get
>an accurate figure from the graph.
>I'd also like to press for the usage of a FLUCTUATING economy. We all know
>how annoying it is when your link run (i.e iron ore-steelmill-factory-town)
>is broken when the steel mill closes down, but still, it is aninteresting
>challenge to all of us and it cuts down on people setting up milk runs,as it
>means you have to keep moving your business, and it stops you getting bored
>when all of the possible industry routes have been used up and you have to
>wait for the game to finish. A fluctuating economy brings out the best in
>players.
>
>Thank you, I hope someone will consider this as all my other posts have been
>ignored, Eddie
>
>
Re: Rules for Competition
#390
Author: Chris locke
Date: Sun, 15 Aug 1999 00:00
16 lines
1312 bytes
Cheers for your comments - I'll set those "variables" up then.

As originally stated, way back then in the mists of time, I originally
wanted a semi-simple game all could play just so we could learn track
layouts, etc, off of each other.  But I see if the game was set at "piss
easy" it could make a boring game.

My site doesn't get updated until Mon evening (UK time) so the scenario for
this comp. will be there then (www.mcmuffin.demon.co.uk) so *PLEASE* mail me
comments if you'd like changes to the scenerio before it is officially
started!!

Cheers again for taking an interest.


Chris
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