Name a Better Transport Game

Why hasn't there been a transport game that has been better than Railroad Tycoon 3, and what makes this game the GOAT?

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  1. 2 years ago
    Anonymous

    /n/ the game

    • 2 years ago
      Anonymous

      It's more Ganker than /n/

      • 2 years ago
        Anonymous

        The combination of an actual economic system, cool trains, fun scenarios and great atmosphere.
        But has a point, it’s more of an overall moving goods simulator than getting down to the minutae of building complex stations and networks like OpenTTD.

  2. 2 years ago
    Anonymous

    OpenTTD
    Simutrans

    • 2 years ago
      Anonymous

      They're fine puzzle games but the moronic distance=price system and lack of supply and demand mean they're not tycoons while the broad abstraction of the actual vehicles means they're not simulators

      • 1 year ago
        Anonymous

        Simutrans has supply and demand and goods have pre-determined destinations while passengers have trip time length tolerances

      • 1 year ago
        Anonymous

        Could try coding RT3's economy into OpenTTD, it is open source after all. I can't imagine it'd be too difficult to add in a price tracker for goods at the point of sale.
        What would be cool is replicating the self generating transport routes between suppliers and consumers. They establish price discovery and create identifiable routes that the player can then exploit. Would also fix the industries dotted around the map with zero buyers or sellers. Could add little roads as well, which would make the map look a little more natural and lively.
        Adding supply & demand would also disincentivise the player from oversupplying any particular supply chain, as that would reduce the profits to nothing. That would mean the player is encouraged to diversify as well.

        economic model doesn't work very well leading to situation where you can shuffle same goods back and forth while making profit
        but it's way ahead of everything else, which tells a lot about the state of other games

        Solution to that would probably make it so that you have to buy the goods, instead of just transporting them for value.

        All that said though, I can see why they abstracted the prices so heavily. It does stray beyond the scope of a transportation game once you start dipping into economics.

  3. 2 years ago
    Anonymous

    RRT2
    OpenTTD

  4. 2 years ago
    Anonymous

    Nice shit shill

    • 2 years ago
      Anonymous

      >shill
      The game is 20 years old and the studio was shut down 17 years ago.

    • 2 years ago
      Anonymous

      >really believes someone is shilling for abandon-ware

    • 2 years ago
      Anonymous

      Is /vst/ infested with bots?

    • 1 year ago
      Anonymous

      You're trolling right?

  5. 2 years ago
    Anonymous

    >Why hasn't there been
    No-one buys them so...
    >and what makes this game the GOAT?
    ... no-one made any more.

    I wish transport games let you designate routes and automatically assigned vehicles rather than you having to define routes on each vehicle.
    I'm a manager, not a middle manager. I should be told when there aren't enough trains, trucks or carriages to fulfil a route, not to personally connect them all to the train in the depot.

  6. 2 years ago
    Anonymous

    Hard to say. RRT3 really is good in just about every aspect. It's both fun as a builder game and as a business sim.

  7. 1 year ago
    Anonymous

    economic model doesn't work very well leading to situation where you can shuffle same goods back and forth while making profit
    but it's way ahead of everything else, which tells a lot about the state of other games

    • 1 year ago
      Anonymous

      >economic model doesn't work very well leading to situation where you can shuffle same goods back and forth while making profit

      this is not true. there are a few instances of having to cheese shuffling goods on certain maps, but only to meet weird scenario goals.
      the dynamic demand model is effective. for example, you have a city collecting wool from local sheep ranch, connected to next town with textile mill.
      things are good, until the mill can't keep up and a surplus develops, you make less money now.
      so next town you build second mill. initially great profit from ranch town, good profit from first mill town.
      eventually second mill evens out and only real money is between ranch town and either mill town, not between mill towns anymore.
      the only real complaint i have is it seems when you place a new industry it takes about a year for it to start generating demand.

      this game is shit because it doesn't run

      works on my machine

      • 1 year ago
        Anonymous

        consider the following:
        >goods X are slightly cheaper in A than in B
        >bring full train of X from A to B
        >price in A increased because you took away the supply
        >price in B decreased because you dumped significant amount of X there
        now B is cheaper than A
        it's not about cheese, it happens without you trying to do it

        Could try coding RT3's economy into OpenTTD, it is open source after all. I can't imagine it'd be too difficult to add in a price tracker for goods at the point of sale.
        What would be cool is replicating the self generating transport routes between suppliers and consumers. They establish price discovery and create identifiable routes that the player can then exploit. Would also fix the industries dotted around the map with zero buyers or sellers. Could add little roads as well, which would make the map look a little more natural and lively.
        Adding supply & demand would also disincentivise the player from oversupplying any particular supply chain, as that would reduce the profits to nothing. That would mean the player is encouraged to diversify as well.

        [...]
        Solution to that would probably make it so that you have to buy the goods, instead of just transporting them for value.

        All that said though, I can see why they abstracted the prices so heavily. It does stray beyond the scope of a transportation game once you start dipping into economics.

        the solution would be model supply and demand in more realistic way:
        > station have a demand for the goods (bigger city/factory => more demand)
        > if there is not sufficient demand, you aren't able to sell all the goods at the base price, instead the price will be updated (becomes lower) after you sold part of the cargo
        > goods that you just sold shouldn't be available for buying, they should be allocated for local consumption

  8. 1 year ago
    Anonymous

    this game is shit because it doesn't run

  9. 1 year ago
    Anonymous

    not even the best RRT

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