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OpenTTD Game Mechanics

70 pointsby damirover 2 years ago

5 comments

linschnover 2 years ago
It always bugged me that delivering far away gave more money than delivering close by.<p>So if you have two oil rigs and two refinery, one each on opposite corners of the map, you are better off making the oil cross the whole map than the obviously more efficient way of connecting each oil rig with the neighboring refinery.<p>Anyway, still an outstanding game!
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dragontamerover 2 years ago
OpenTTD is probably one of the better games I&#x27;ve played recently.<p>A few notes though:<p>1. Distances and tiles are very poorly represented, especially for things like inner-city rail stations. The train-station taking up 2-tiles x 5-tiles is a good building block in theory, except entire cities are like 5x5 tiles in this game.<p>2. I think OpenTTD needs a &quot;revamp&quot;, bigger maps and &quot;smaller buildings&quot;. That way, a city or town can be maybe 40x40 tiles or 80x80 tiles, allowing the players to actually think about a viable subway network. As it is, you pretty much just &quot;ctrl-click&quot; bus stations everywhere to increase the radius of your train-station to absurd proportions (ie: cover a whole city with the &quot;same bus stop&quot;).<p>3. The industry is fine. A lot of mods seem to be making industry chains deeper &#x2F; more complex. I think having just 2 or 3 steps per industry is fine (a bit unrealistic, but good enough to represent the inputs vs outputs of train stations and have interesting traffic flow issues).<p>4. Airplanes are a bit overpowered, but maybe that&#x27;s good (since it provides an easy source of money, allowing you to reach &quot;post-game&quot; rather quickly). Trains are the best for station-ratings, I feel like the station-rating algorithm needs to be revamped to encourage a bit more diversity. Boats are in a weird spot, but I think increasing the &quot;size&quot; of the map, and then letting boats have collision detection, would help dramatically. Real life docks are far larger than represented in this game (a 30x30 area could, and probably should be, a dock in this game)<p>------------<p>So yeah, the main thing is the original representation of &quot;1 tile == 1km-squared&quot; from Transport Tycoon was a fine starting point, but our computers today can simulate far larger tilesets. So we probably should revamp so that we&#x27;re closer to 1-tile == 100-square meters or so? And then rebalancing against that (or, 10,000x more granularity compared to 1km^2 tiles).<p>---------<p>But OpenTTD is perhaps one of the few games where &quot;parking space&quot; is in fact, adequately represented. And gameplay loop revolves around it (how do you design stations? Even if you&#x27;re doing bus and truck stations, the number of parking spots on the route is of supreme importance). Maybe a bit silly that a parking space is 1km^2, but that&#x27;s the smallest the tileset goes, lol.
rocky1138over 2 years ago
The setting in OpenTTD to close windows using right click is one of the best UI features anywhere and I miss it in daily life and especially when I go back to play the original TTD.
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trh0awaymanover 2 years ago
OpenTTD is less of a game and more of a simulator&#x2F;engine. After seeing so many people talking about it, I tried it last year. There&#x27;s no real losing&#x2F;challenge state, you just make less money. It was interesting to see all the complexity, but it never really paid off. I got bored after a few hours of &quot;Hm, I wonder if I could do this?&quot; It doesn&#x27;t really remind me of other tycoon games where I&#x27;m trying to reach the next level of buildings&#x2F;automation. It&#x27;s more like SimCity 1.
jokoonover 2 years ago
I wish the game was more accessible
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