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Thread View: alt.games.microprose.transport-tyc
22 messages
22 total messages Started by upl... Dan Ros Fri, 20 Aug 1999 00:00
Idea for a new game... has anyone else thought of this?
#538
Author: upl... Dan Ros
Date: Fri, 20 Aug 1999 00:00
12 lines
1211 bytes
How about a game, similar to TT, but you have to build transport
networks within a city that covers the whole map? That would make the
scale much more realistic, at the moment the tracks and stations are way
out of proportion to the cities and buildings. 

You could build underground railways and tunnels, connections to other
cities or main line stations built by some other company, operate bus
routes and manage things like fares, which you have no control over in
TT.
-- 
http://www.uplink.freeuk.com - ICQ: 15212336
I leave you with today's subliminal message:
Re: Idea for a new game... has anyone else thought of this?
#539
Author: Elmo Allén
Date: Sat, 21 Aug 1999 00:00
18 lines
1408 bytes
Dan Ros kirjoitti viestiss� <37c1e4fb...@news.freeuk.com>...
>How about a game, similar to TT, but you have to build transport
>networks within a city that covers the whole map? That would make the
>scale much more realistic, at the moment the tracks and stations are way
>out of proportion to the cities and buildings.
>
>You could build underground railways and tunnels, connections to other
>cities or main line stations built by some other company, operate bus
>routes and manage things like fares, which you have no control over in
>TT.

Like TT combined with SimCity. Very good idea. Now we have to find some
programmers, artists, 3D artists, producers... well perhaps just have to
keep e-mailing those big companies. But the idea is great, just what I have
also thought. Perhaps a patch to TT would do at least the mapwide city idea.
Just bigger cities built together.

Elmo All�n
Re: Idea for a new game... has anyone else thought of this?
#540
Author: upl... Dan Ros
Date: Sat, 21 Aug 1999 00:00
23 lines
1688 bytes
In <7pmb39$isi$1...@tron.sci.fi>, "Elmo Allen" <el...@saunalahti.fi>
wrote...
>Like TT combined with SimCity. Very good idea.

Thanks! :)

> Now we have to find some
>programmers, artists, 3D artists, producers... well perhaps just have to
>keep e-mailing those big companies. But the idea is great, just what I have
>also thought. Perhaps a patch to TT would do at least the mapwide city idea.
>Just bigger cities built together.

I dont think a patch would do it.. Like for example; instead of working
against local authorities, you should have to arrange a route for the
tracks and they will then approve (or not) it. Then you can build
without problems.

I am facinated by the underground tunnels that are used for various
types of transport, especially here in London. They have mail tunnels,
subways, foot tunnels, road tunnels and who knows what else.
-- 
http://www.uplink.freeuk.com - ICQ: 15212336
I leave you with today's subliminal message:
Multiplayer multigame
#541
Author: David Wallenstein
Date: Sat, 21 Aug 1999 00:00
20 lines
1646 bytes
I've always thought it would be great if I could combine SimCity, where one
player micromanages an individual city, with TTDX, where the other player is
trying to connect that city with others.  The city's appearance on the TT map
would change as the SimCity city changed.  The SC player could set the TT local
authority ratings at will and approve or deny building rights and offer
subsidies.

Now if we could only take that merged game and combine it with Civilization...
OK, the Despot/King/President doesn't build rail and road links he/she has to
contract with the TT player(s).

"Elmo Allén" wrote:

> Like TT combined with SimCity. Very good idea. Now we have to find some
> programmers, artists, 3D artists, producers... well perhaps just have to
> keep e-mailing those big companies. But the idea is great, just what I have
> also thought. Perhaps a patch to TT would do at least the mapwide city idea.
> Just bigger cities built together.
>
> Elmo Allén
Re: Idea for a new game... has anyone else thought of this?
#544
Author: Paul Forsdick
Date: Sat, 21 Aug 1999 00:00
19 lines
1225 bytes
sounds like sim city to me...

Paul
fors...@bigfeet.com
(replace feet with foot to reply)

Dan Ros wrote in message <37c1e4fb...@news.freeuk.com>...
>How about a game, similar to TT, but you have to build transport
>networks within a city that covers the whole map? That would make the
>scale much more realistic, at the moment the tracks and stations are way
>out of proportion to the cities and buildings.
>
>You could build underground railways and tunnels, connections to other
>cities or main line stations built by some other company, operate bus
>routes and manage things like fares, which you have no control over in
>TT.
>--
>http://www.uplink.freeuk.com - ICQ: 15212336
>I leave you with today's subliminal message:
Re: Multiplayer multigame
#542
Author: Chris locke
Date: Sun, 22 Aug 1999 00:00
12 lines
1152 bytes
>Now if we could only take that merged game and combine it with
Civilization...
Or a golf game, so you could play on the greens before a dirty great big
track gets built on it.
Or Carmageddon where you could drive over pedestrians as they wait for the
trains.
Or Flight Simulator, so you could swoop low and see the people travelling on
the trains.
How about Half Life?  Set some trip bombs in the subways to blow the
opponents trains up....

Just an idea.
Re: Idea for a new game... has anyone else thought of this?
#553
Author: Zargon
Date: Sun, 22 Aug 1999 00:00
17 lines
1292 bytes
Have a look at A-Train / A IV Networks - not all transport types, but
just railways 

In article <37c1e4fb...@news.freeuk.com>, Dan Ros
<upl...@freeuk.com> writes
>How about a game, similar to TT, but you have to build transport
>networks within a city that covers the whole map? That would make the
>scale much more realistic, at the moment the tracks and stations are way
>out of proportion to the cities and buildings. 
>
>You could build underground railways and tunnels, connections to other
>cities or main line stations built by some other company, operate bus
>routes and manage things like fares, which you have no control over in
>TT.

-- 
Zargon
Re: Idea for a new game... has anyone else thought of this?
#554
Author: Nick Allan
Date: Mon, 23 Aug 1999 00:00
24 lines
1670 bytes
Pop Along to Trains, Planes and Automobiles (http://www.tpa.freeuk.com),
click on forum, and start lobbying to have this type of scenario included in
Transport World, the successor to Transport Tycoon.

Nick Allan

Trains, Planes and Automobiles
Everything Transport World Related
http://www.tpa.freeuk.com

Dan Ros <upl...@freeuk.com> wrote in message
news:37c1e4fb.19406703@news.freeuk.com...
> How about a game, similar to TT, but you have to build transport
> networks within a city that covers the whole map? That would make the
> scale much more realistic, at the moment the tracks and stations are way
> out of proportion to the cities and buildings.
>
> You could build underground railways and tunnels, connections to other
> cities or main line stations built by some other company, operate bus
> routes and manage things like fares, which you have no control over in
> TT.
> --
> http://www.uplink.freeuk.com - ICQ: 15212336
> I leave you with today's subliminal message:
Re: Idea for a new game... has anyone else thought of this?
#545
Author: Stephen Down
Date: Tue, 24 Aug 1999 00:00
34 lines
2053 bytes
Yeah, just like SimCity
...
except for planning routes, setting fares, competing against (or working
with) other companies and most of the rest of it.

There is a lot in TT that seems to be taken for granted, like fare prices,
that could easily be incorporated into the game. And I do agree that the
scale is ever so slightly out of proportion, but *less* so than it is in
SimCity.


Paul Forsdick <fors...@bigfeet.com> wrote in message
news:7po8e6$bc7$1@uranium.btinternet.com...
> sounds like sim city to me...
>
> Paul
> fors...@bigfeet.com
> (replace feet with foot to reply)
>
> Dan Ros wrote in message <37c1e4fb...@news.freeuk.com>...
> >How about a game, similar to TT, but you have to build transport
> >networks within a city that covers the whole map? That would make the
> >scale much more realistic, at the moment the tracks and stations are way
> >out of proportion to the cities and buildings.
> >
> >You could build underground railways and tunnels, connections to other
> >cities or main line stations built by some other company, operate bus
> >routes and manage things like fares, which you have no control over in
> >TT.
> >--
> >http://www.uplink.freeuk.com - ICQ: 15212336
> >I leave you with today's subliminal message:
>
>
Re: Idea for a new game... has anyone else thought of this?
#546
Author: upl... Dan Ros
Date: Tue, 24 Aug 1999 00:00
13 lines
1362 bytes
In <7pupgp$kj9$1...@pump1.york.ac.uk>, "Stephen Down"
<ste...@sjd117.freeserve.co.uk> wrote...
>There is a lot in TT that seems to be taken for granted, like fare prices,
>that could easily be incorporated into the game. And I do agree that the
>scale is ever so slightly out of proportion, but *less* so than it is in
>SimCity.

I think its very difficult to get a good scale using the tile system..
perhaps they could come up with "dynamic tiles" where they can divide
themselves into many parts.
-- 
http://www.uplink.freeuk.com - ICQ: 15212336
I leave you with today's subliminal message:
Re: Idea for a new game... has anyone else thought of this?
#555
Author: mr...
Date: Tue, 24 Aug 1999 00:00
23 lines
1332 bytes
Have you not heard about Railroad Tycoon... It`s almost whats your
requested.


Dan Ros wrote:
> 
> How about a game, similar to TT, but you have to build transport
> networks within a city that covers the whole map? That would make the
> scale much more realistic, at the moment the tracks and stations are way
> out of proportion to the cities and buildings.
> 
> You could build underground railways and tunnels, connections to other
> cities or main line stations built by some other company, operate bus
> routes and manage things like fares, which you have no control over in
> TT.
> --
> http://www.uplink.freeuk.com - ICQ: 15212336
> I leave you with today's subliminal message:


---
Mr.XL
mr...@usa.net
Re: Idea for a new game... has anyone else thought of this?
#556
Author: upl... Dan Ros
Date: Tue, 24 Aug 1999 00:00
9 lines
982 bytes
In <37C2EF...@usa.net>, mr...@usa.net wrote...
>Have you not heard about Railroad Tycoon... It`s almost whats your
>requested.
>

Yeah.. do you think it's worth buying?
-- 
http://www.uplink.freeuk.com - ICQ: 15212336
I leave you with today's subliminal message:
Re: Idea for a new game... has anyone else thought of this?
#557
Author: Chris locke
Date: Wed, 25 Aug 1999 00:00
13 lines
1389 bytes
>Yeah.. do you think it's worth buying?
My 2p's worth...
No.  It hasn't the character of TT and just setting up a station takes
hours.  Laying track is easier ... click and drag ... but can also be a lot
fiddlier.
Working out which is the best train to use is also a pig, but the *worst*
thing has to be the map.  When you specify where you want the train to go,
you select stars on a small-scale map.  3 stars tight together, called
Chicago North, Chicago West and Chicago PiddleSticks.  Now, which one did I
want?  Oh stuff it, I don't care anymore.

But the grahics are ok ... although the sound is poor.
But i'll get off my soap box.  Before I'm pushed off.
Re: Multiplayer multigame
#543
Author: David Wallenstein
Date: Fri, 27 Aug 1999 00:00
1 lines
779 bytes
Don't forget Frogger.
Re: Idea for a new game... has anyone else thought of this?
#547
Author: b... Bob Cousins
Date: Fri, 27 Aug 1999 00:00
29 lines
2356 bytes
On Wed, 25 Aug 1999 21:30:41 +0300, "Elmo All�n" <el...@saunalahti.fi> wrote:

> Perhaps it is time to dump the whole tile system. Why couldn't anybody make
> a game that is based on coordinates.

The bottom line is lack of processor power. Simulations work in general terms by 
having small intervals of "simulated time", between which all the positions of the 
objects are calculated, decisions made, and then redisplayed. In order to make the
simulation run in real time, all those calculations must be performed within the same 
interval of "real time". 

To simulate to a "real world" accuracy (maybe down to a few 
metres) you would need a very small time step, and have to perform
a hell of a lot of calculations. Also if you divide the world into large chunks you 
can optimise calculations with look up tables, which you couldn't do using more 
accurate calculations. 

The faster supercomputers in the world (Crays) are
put to use doing simulations of the world, namely weather forecasting, though 
obviously to be useful these have to be done in a lot less than real time ;-)

As computers get quicker, the time and distance steps will be reduced, and we'll 
get better simulations. 10 years ago I was playing simulations which were really 
incredibly crude, and I marvel at what is achieved now with programs like
Transport Tycoon and Flight Simulator. I often just sit back and watch and forget to play!

Actually, all computer progams are simulations of the real world, so basically all effort 
in computer technology is directed at producing better simulations. The ultimate goal is 
virtual reality.
Re: Idea for a new game... has anyone else thought of this?
#548
Author: b... Bob Cousins
Date: Fri, 27 Aug 1999 00:00
29 lines
2356 bytes
On Wed, 25 Aug 1999 21:30:41 +0300, "Elmo All�n" <el...@saunalahti.fi> wrote:

> Perhaps it is time to dump the whole tile system. Why couldn't anybody make
> a game that is based on coordinates.

The bottom line is lack of processor power. Simulations work in general terms by 
having small intervals of "simulated time", between which all the positions of the 
objects are calculated, decisions made, and then redisplayed. In order to make the
simulation run in real time, all those calculations must be performed within the same 
interval of "real time". 

To simulate to a "real world" accuracy (maybe down to a few 
metres) you would need a very small time step, and have to perform
a hell of a lot of calculations. Also if you divide the world into large chunks you 
can optimise calculations with look up tables, which you couldn't do using more 
accurate calculations. 

The faster supercomputers in the world (Crays) are
put to use doing simulations of the world, namely weather forecasting, though 
obviously to be useful these have to be done in a lot less than real time ;-)

As computers get quicker, the time and distance steps will be reduced, and we'll 
get better simulations. 10 years ago I was playing simulations which were really 
incredibly crude, and I marvel at what is achieved now with programs like
Transport Tycoon and Flight Simulator. I often just sit back and watch and forget to play!

Actually, all computer progams are simulations of the real world, so basically all effort 
in computer technology is directed at producing better simulations. The ultimate goal is 
virtual reality.
Re: Idea for a new game... has anyone else thought of this?
#549
Author: b... Bob Cousins
Date: Fri, 27 Aug 1999 00:00
29 lines
2356 bytes
On Wed, 25 Aug 1999 21:30:41 +0300, "Elmo All�n" <el...@saunalahti.fi> wrote:

> Perhaps it is time to dump the whole tile system. Why couldn't anybody make
> a game that is based on coordinates.

The bottom line is lack of processor power. Simulations work in general terms by 
having small intervals of "simulated time", between which all the positions of the 
objects are calculated, decisions made, and then redisplayed. In order to make the
simulation run in real time, all those calculations must be performed within the same 
interval of "real time". 

To simulate to a "real world" accuracy (maybe down to a few 
metres) you would need a very small time step, and have to perform
a hell of a lot of calculations. Also if you divide the world into large chunks you 
can optimise calculations with look up tables, which you couldn't do using more 
accurate calculations. 

The faster supercomputers in the world (Crays) are
put to use doing simulations of the world, namely weather forecasting, though 
obviously to be useful these have to be done in a lot less than real time ;-)

As computers get quicker, the time and distance steps will be reduced, and we'll 
get better simulations. 10 years ago I was playing simulations which were really 
incredibly crude, and I marvel at what is achieved now with programs like
Transport Tycoon and Flight Simulator. I often just sit back and watch and forget to play!

Actually, all computer progams are simulations of the real world, so basically all effort 
in computer technology is directed at producing better simulations. The ultimate goal is 
virtual reality.
Re: Idea for a new game... has anyone else thought of this?
#550
Author: b... Bob Cousins
Date: Fri, 27 Aug 1999 00:00
29 lines
2356 bytes
On Wed, 25 Aug 1999 21:30:41 +0300, "Elmo All�n" <el...@saunalahti.fi> wrote:

> Perhaps it is time to dump the whole tile system. Why couldn't anybody make
> a game that is based on coordinates.

The bottom line is lack of processor power. Simulations work in general terms by 
having small intervals of "simulated time", between which all the positions of the 
objects are calculated, decisions made, and then redisplayed. In order to make the
simulation run in real time, all those calculations must be performed within the same 
interval of "real time". 

To simulate to a "real world" accuracy (maybe down to a few 
metres) you would need a very small time step, and have to perform
a hell of a lot of calculations. Also if you divide the world into large chunks you 
can optimise calculations with look up tables, which you couldn't do using more 
accurate calculations. 

The faster supercomputers in the world (Crays) are
put to use doing simulations of the world, namely weather forecasting, though 
obviously to be useful these have to be done in a lot less than real time ;-)

As computers get quicker, the time and distance steps will be reduced, and we'll 
get better simulations. 10 years ago I was playing simulations which were really 
incredibly crude, and I marvel at what is achieved now with programs like
Transport Tycoon and Flight Simulator. I often just sit back and watch and forget to play!

Actually, all computer progams are simulations of the real world, so basically all effort 
in computer technology is directed at producing better simulations. The ultimate goal is 
virtual reality.
Re: Idea for a new game... has anyone else thought of this?
#551
Author: b... Bob Cousins
Date: Fri, 27 Aug 1999 00:00
29 lines
2356 bytes
On Wed, 25 Aug 1999 21:30:41 +0300, "Elmo All�n" <el...@saunalahti.fi> wrote:

> Perhaps it is time to dump the whole tile system. Why couldn't anybody make
> a game that is based on coordinates.

The bottom line is lack of processor power. Simulations work in general terms by 
having small intervals of "simulated time", between which all the positions of the 
objects are calculated, decisions made, and then redisplayed. In order to make the
simulation run in real time, all those calculations must be performed within the same 
interval of "real time". 

To simulate to a "real world" accuracy (maybe down to a few 
metres) you would need a very small time step, and have to perform
a hell of a lot of calculations. Also if you divide the world into large chunks you 
can optimise calculations with look up tables, which you couldn't do using more 
accurate calculations. 

The faster supercomputers in the world (Crays) are
put to use doing simulations of the world, namely weather forecasting, though 
obviously to be useful these have to be done in a lot less than real time ;-)

As computers get quicker, the time and distance steps will be reduced, and we'll 
get better simulations. 10 years ago I was playing simulations which were really 
incredibly crude, and I marvel at what is achieved now with programs like
Transport Tycoon and Flight Simulator. I often just sit back and watch and forget to play!

Actually, all computer progams are simulations of the real world, so basically all effort 
in computer technology is directed at producing better simulations. The ultimate goal is 
virtual reality.
Re: Idea for a new game... has anyone else thought of this?
#552
Author: b... Bob Cousins
Date: Fri, 27 Aug 1999 00:00
29 lines
2356 bytes
On Wed, 25 Aug 1999 21:30:41 +0300, "Elmo All�n" <el...@saunalahti.fi> wrote:

> Perhaps it is time to dump the whole tile system. Why couldn't anybody make
> a game that is based on coordinates.

The bottom line is lack of processor power. Simulations work in general terms by 
having small intervals of "simulated time", between which all the positions of the 
objects are calculated, decisions made, and then redisplayed. In order to make the
simulation run in real time, all those calculations must be performed within the same 
interval of "real time". 

To simulate to a "real world" accuracy (maybe down to a few 
metres) you would need a very small time step, and have to perform
a hell of a lot of calculations. Also if you divide the world into large chunks you 
can optimise calculations with look up tables, which you couldn't do using more 
accurate calculations. 

The faster supercomputers in the world (Crays) are
put to use doing simulations of the world, namely weather forecasting, though 
obviously to be useful these have to be done in a lot less than real time ;-)

As computers get quicker, the time and distance steps will be reduced, and we'll 
get better simulations. 10 years ago I was playing simulations which were really 
incredibly crude, and I marvel at what is achieved now with programs like
Transport Tycoon and Flight Simulator. I often just sit back and watch and forget to play!

Actually, all computer progams are simulations of the real world, so basically all effort 
in computer technology is directed at producing better simulations. The ultimate goal is 
virtual reality.
Re: Idea for a new game... has anyone else thought of this?
#559
Author: Anthony Houghton
Date: Fri, 27 Aug 1999 00:00
29 lines
1834 bytes
Dan Ros <upl...@freeuk.com> wrote in message
news:37c70f55.283171148@news.freeuk.com...
> In <37C2EF...@usa.net>, mr...@usa.net wrote...
> >Have you not heard about Railroad Tycoon... It`s almost whats your
> >requested.
> >
>
> Yeah.. do you think it's worth buying?

I thought it was quite a good Stock Market sim (RRT2 that is) with some
railway building on the side. Building tracks is easier than in TT, but
getting them precisely were you want them is a pain. There are no tunnels,
no signals (trains just grey out when the cross), and no bridges (other than
over water).

After a while I got bored with the draw a track between two points, set up
some trains, and play the stock market cycle. The game seemed to take over
to much of the fun side, creating a railway network, and force you to spend
too much time worrying about the finances. In my opinion anyway, others
seemed to like that sort of thing.

Put it this way: RRT2 is to TT, what Civilisation is to SimCity. It's a
computerised board game, but a good one for that, and one that gave me
several months of pleasure.

The city metro building scenario is only in the add on pack BTW. I haven't
bothered with that.

Ant
Re: Idea for a new game... has anyone else thought of this?
#558
Author: Zargon
Date: Sun, 29 Aug 1999 00:00
22 lines
1576 bytes
I agree - I thought RT very overrated

In article <935615754.24302.0...@news.demon.co.uk>, Chris
locke <mcmu...@yahoo.com> writes
>>Yeah.. do you think it's worth buying?
>My 2p's worth...
>No.  It hasn't the character of TT and just setting up a station takes
>hours.  Laying track is easier ... click and drag ... but can also be a lot
>fiddlier.
>Working out which is the best train to use is also a pig, but the *worst*
>thing has to be the map.  When you specify where you want the train to go,
>you select stars on a small-scale map.  3 stars tight together, called
>Chicago North, Chicago West and Chicago PiddleSticks.  Now, which one did I
>want?  Oh stuff it, I don't care anymore.
>
>But the grahics are ok ... although the sound is poor.
>But i'll get off my soap box.  Before I'm pushed off.
>
>

-- 
Zargon
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