Difference between revisions of "Game Proposals"
From #openttdcoop wiki
(added boost gametype) |
m (Added Preservation proposal) |
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###Toyland(Toy Factory, Fizzy Drink Factory, Sweet Factory) | ###Toyland(Toy Factory, Fizzy Drink Factory, Sweet Factory) | ||
##Industries not in the materials tree should not be on the map | ##Industries not in the materials tree should not be on the map | ||
+ | #Preservation | ||
+ | ##Goal is to provide good (or better) service to all industries | ||
+ | ##Playable on Sub-Tropical | ||
+ | ##Special Consideration: trains only allowed in desert | ||
+ | ###Trucks must be used in lush (green) areas | ||
+ | ###Train stations cannot even be walked into green areas | ||
+ | ###Towns located deep in green areas may require busses for pax/mail service |
Revision as of 17:52, 19 December 2008
Proposals for future games on Public Server
Please use the discussion page to ask questions or elaborate on the listed proposals.
- Phazorx proposal - Roles, Large Boats and Shared patch
- Very Plain Game
- Latest stable OpenTTD - currently 0.6.0
- NO grf's
- Rather small map
- Network plan - Gametype:Chaos_Theory
- One Cargo Game
- Very Large map
- Only one (two?) cargoes transported
- Immediate Chaos
- Increase initial cash amount
- No planning or voting stage - immediate building
- Goal: see what plan eventually develops to streamline network
- Head to Head
- Use a head-to-head patch (or other method) to generate a map with two identical sides
- Split into two teams
- Members vs non-members
- Top two plans, teams based on how votes were cast
- Two companies - one for each map half, no interfering with other side
- Goal: see which plan/team makes the best (efficient, eyecandy, profitable) network
- Rewind
- Normal coop game (MM, planning, voting)
- At end of voting:
- Copy winning plan (screenshot, copy/paste tool)
- Reset map to initial savestate (pre-MM)
- (Optional) Reset money to accumulated value during MM stage
- Paste the plan back on the map in a non-obtrusive location
- Develop the network from the start using the chosen plan
- Goal: Using the original map (w/o MM terraform, industry/town growth) to develop the plan
- Zero Terraform
- Normal coop game (MM, planning, voting)
- No terraforming allowed. Period. During MM, planning, or final building
- Use small train (2TT) to allow 2x45 turns, or larger trains for more challenge
- Bridges and tunneling allowed, terrain permitting
- No raising land out of water (for oil rigs or long bridges) - have to use the terrain
- (Optional) No station-walking. Use creative station layout to fit in the terrain
- Goal: Making the most from what you're given
- Flatland
- Normal coop game (MM, planning, voting)
- Special map used
- Completely Flat at 100m height (2 above sea level)
- Water at the edges, no lakes or rivers
- Randomized cities and industries
- Quick Game
- Small map (eg. 512x256)
- Cargo game
- Pre-planed ending condition
- Ending year, or
- Amount money gathered, or
- Every industry connected
- NO...
- ...town growth
- ...industry building
- ...
- No or only minimal MM (4 station max)
- Boost
- Goal is to boost the production of one secondary industry as high as possible
- Playable on:
- Temperate(Factory, Sawmill, Oil Refinery)
- Sub-Arctic(Food Processing Plant, Printing Works, Oil Refinery)
- Sub-Tropical(Factory, Food Processing Plant, Oil Refinery)
- Toyland(Toy Factory, Fizzy Drink Factory, Sweet Factory)
- Industries not in the materials tree should not be on the map
- Preservation
- Goal is to provide good (or better) service to all industries
- Playable on Sub-Tropical
- Special Consideration: trains only allowed in desert
- Trucks must be used in lush (green) areas
- Train stations cannot even be walked into green areas
- Towns located deep in green areas may require busses for pax/mail service