Train MM

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SGTscuba
General
Posts: 2544
Joined: Dec 08 2007
Location: Tipton, UK

Train MM

Post by SGTscuba »

I would like to propose that when a unit travels via train, instead of it changing size that it should instead turn into a train in a similar way to merchant marines. This would help the player to see that the unit is indeed on the train. These trains should use fuel depending on what technology is researched and what units are available in a pool. Trains would be more efficient at using fuel. Trains should be pulled from a central "train pool" which would limit how much you could put on the trains at any one time dependent on the number of trains available.

I would also like to suggest that we get some trains that are supply units but are tied to rails only. This would help in some scenarios with long distance supply. I could put some suggestions up for models. These trains could be added to a central "train pool" from which the game would pull trains for transporting units. Maybe also using a "Train transport" command.
My SR:U Model Project, get the latest and post suggestions here:

http://www.bgforums.com/forums/viewtopi ... 79&t=28040
AVP
Lieutenant
Posts: 70
Joined: Sep 10 2019
Human: Yes

Re: Train MM

Post by AVP »

Having pools of rail or shipping capacity is a neat idea that I like, however that leads to questions such as, "How do you produce said capacity?" It gets complicated quickly and to your earlier point, resources should be limited when possible. I think my thread on moving commodities around is pretty fleshed out as far as simulating rail and merchant marine movements go. Link to that thread here: viewtopic.php?f=105&t=32752

To your point of having train units actually move troops around the map - that could be interesting. I don't see a problem with the current way units use rail movements. SR requires a lot of imagination sometimes, so when I see infantry moving faster on rail across the country, that's good enough for me. Having a rail supply unit though, I don't think it's necessary. Rail supply is already modeled using the current supply system. Truck and Air transport/supply units exist since the supply model can't model this at quite the same depth, if at all.
SGTscuba
General
Posts: 2544
Joined: Dec 08 2007
Location: Tipton, UK

Re: Train MM

Post by SGTscuba »

AVP wrote: Oct 05 2022 Having pools of rail or shipping capacity is a neat idea that I like, however that leads to questions such as, "How do you produce said capacity?" It gets complicated quickly and to your earlier point, resources should be limited when possible. I think my thread on moving commodities around is pretty fleshed out as far as simulating rail and merchant marine movements go. Link to that thread here: viewtopic.php?f=105&t=32752

To your point of having train units actually move troops around the map - that could be interesting. I don't see a problem with the current way units use rail movements. SR requires a lot of imagination sometimes, so when I see infantry moving faster on rail across the country, that's good enough for me. Having a rail supply unit though, I don't think it's necessary. Rail supply is already modeled using the current supply system. Truck and Air transport/supply units exist since the supply model can't model this at quite the same depth, if at all.
I'll create a separate thread for a strategic transport pool.

The Train MM wouldn't change much, it would basically be a representation thing, although if they used fuel, it would be a bonus.
My SR:U Model Project, get the latest and post suggestions here:

http://www.bgforums.com/forums/viewtopi ... 79&t=28040
AVP
Lieutenant
Posts: 70
Joined: Sep 10 2019
Human: Yes

Re: Train MM

Post by AVP »

It's a neat idea and you have my support. My advice would be to find a way to fit that system into the one I proposed earlier if possible. I think a strategic resource pool that uses produced resources, will be a no-go for this next title. Due to engine constraints, you really couldn't add anything in past 16 from my understanding. However - a better idea - is to have land, sea, and air production facilities produce "civilian" units that could maybe be automatically added to this pool. Let's say when you build an "air transport CIV unit", your strategic air capacity increases by 30, idk. A "railroad capacity" unit proves 30 rail capacity. And, so on.

This system perhaps could fit into a thread I'm drafting up right now that touches on fabrication facilities and units. Stay tuned for that and post the link here in an hour or so.
SGTscuba wrote: Oct 05 2022 The Train MM wouldn't change much, it would basically be a representation thing, although if they used fuel, it would be a bonus.
"Fuel" as its own resource? Or, do you mean the unit uses coal/petrol/electricity?
SGTscuba
General
Posts: 2544
Joined: Dec 08 2007
Location: Tipton, UK

Re: Train MM

Post by SGTscuba »

AVP wrote: Oct 05 2022 It's a neat idea and you have my support. My advice would be to find a way to fit that system into the one I proposed earlier if possible. I think a strategic resource pool that uses produced resources, will be a no-go for this next title. Due to engine constraints, you really couldn't add anything in past 16 from my understanding. However - a better idea - is to have land, sea, and air production facilities produce "civilian" units that could maybe be automatically added to this pool. Let's say when you build an "air transport CIV unit", your strategic air capacity increases by 30, idk. A "railroad capacity" unit proves 30 rail capacity. And, so on.

This system perhaps could fit into a thread I'm drafting up right now that touches on fabrication facilities and units. Stay tuned for that and post the link here in an hour or so.
SGTscuba wrote: Oct 05 2022 The Train MM wouldn't change much, it would basically be a representation thing, although if they used fuel, it would be a bonus.
"Fuel" as its own resource? Or, do you mean the unit uses coal/petrol/electricity?
Petrol/coal/elec.

By resource pool I meant having units assigned to a pool that it could draw from (like the strategic launch system) rather than a new resource.
My SR:U Model Project, get the latest and post suggestions here:

http://www.bgforums.com/forums/viewtopi ... 79&t=28040
evildari
Brigadier Gen.
Posts: 629
Joined: Aug 10 2017
Human: Yes

Re: Train MM

Post by evildari »

Something like the train / or merchant marine ledger in Imperialism (1) and (2) did:
https://imperialism.fandom.com/wiki/Imp ... -trade.jpg
https://www.mobygames.com/images/promo/ ... 560487.jpg

Using that bulk buy/sell slider combined in one, if not controlled by minister.
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
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