SantaFebuff
That's So Trainz Forum
When you download a route, why do you do it? Classify them, routes come in all shapes and sizes. Some are needless wonders, while other are truly stunning. One feature that I'm focusing in a 3-Thread topic, is making a layout more inactive and important to the player. This is the first Thread: Sense of Operation. I am trying to promote route building designed to engage new and old Trainz users to the game, which also goes with my newest creation project, the P&EI Shortline.
Sense of operation, is defined a reason to continue operation of trains, and gives you the feel of importance and really brings out Trainz's true colors. Having a large yard can give one enough sense for a long time, but only for so long. This can't be make by one baseboard. Making overly large routes aren't the answer either, unless you give a reason.
First, inactive industries offer less the player than customs with interactive capabilities. Simply put, a coal mine system with oil needs, and power give non-stop play for a true player.
Second, variety. Coal is a nice industry, but it isn't the only one. In real life, railroads collect coal, while others collect intermodal and grain cargo. Having reason to collect and drop them off is the third reason.
Third, reasoning. Why collect intermodal? Because people need their goods! Don't just put one industry section down, put the whole process in a realistic pattern. HAVING ONLY ONE INDUSTRY MEANS ONLY ONE TYPE OF GOOD IS USED, RESULTING IN OVERUSE. That refers to the second rule. Having a lot of industries makes for more and more playing, but making sure everything has a destination and reason to get there is just as important.
Forth, overwhelming. Having too many industries can lead to overwhelming thinking, leading to speeding, anger, and stress. We don't want that. Avoid that at all costs. A few good tips are to lowered the consumption rate on some industries, or rise the overall supply of fuel they start off with. This makes for allowing them to go a few miles per hour below the speed limit and enjoy themselves, then dashing at 100mph until they hit the curve.
Fifth, simple mixture too! While having interactive industries means engaging play, balance it with inactive industries too! Why? Well, if one gets really tired off having to go bad and forth between industries, having some inactive industries means the fun, without having too much action, or stress.
Sixth, and final, realism! Having rules like the Power Plant rule is nice, since it makes for more reasoning, which also goes for others that have such rules. It adds more of a purpose for operating. It might even make your route see more trains. Also, relieve some pressure, make some computer trains that follow a route (Non disruptive to the human player, of course!) and fill a few things on the waybill. Knowing help is there, also helps to calm stress and anxiety.
I hope this helps you discover a new route idea, and lead to the next route worth 1,000 words.
Cheers,
Joshua
Sense of operation, is defined a reason to continue operation of trains, and gives you the feel of importance and really brings out Trainz's true colors. Having a large yard can give one enough sense for a long time, but only for so long. This can't be make by one baseboard. Making overly large routes aren't the answer either, unless you give a reason.
First, inactive industries offer less the player than customs with interactive capabilities. Simply put, a coal mine system with oil needs, and power give non-stop play for a true player.
Second, variety. Coal is a nice industry, but it isn't the only one. In real life, railroads collect coal, while others collect intermodal and grain cargo. Having reason to collect and drop them off is the third reason.
Third, reasoning. Why collect intermodal? Because people need their goods! Don't just put one industry section down, put the whole process in a realistic pattern. HAVING ONLY ONE INDUSTRY MEANS ONLY ONE TYPE OF GOOD IS USED, RESULTING IN OVERUSE. That refers to the second rule. Having a lot of industries makes for more and more playing, but making sure everything has a destination and reason to get there is just as important.
Forth, overwhelming. Having too many industries can lead to overwhelming thinking, leading to speeding, anger, and stress. We don't want that. Avoid that at all costs. A few good tips are to lowered the consumption rate on some industries, or rise the overall supply of fuel they start off with. This makes for allowing them to go a few miles per hour below the speed limit and enjoy themselves, then dashing at 100mph until they hit the curve.
Fifth, simple mixture too! While having interactive industries means engaging play, balance it with inactive industries too! Why? Well, if one gets really tired off having to go bad and forth between industries, having some inactive industries means the fun, without having too much action, or stress.
Sixth, and final, realism! Having rules like the Power Plant rule is nice, since it makes for more reasoning, which also goes for others that have such rules. It adds more of a purpose for operating. It might even make your route see more trains. Also, relieve some pressure, make some computer trains that follow a route (Non disruptive to the human player, of course!) and fill a few things on the waybill. Knowing help is there, also helps to calm stress and anxiety.
I hope this helps you discover a new route idea, and lead to the next route worth 1,000 words.
Cheers,
Joshua