Multiple Locos So you can three or four locos on one train - Peter, 8/12/2000 8:20:21 PM [Reply]
Scaling tools - It does rock managing a huge train network (mostly what we have been doing), But it would also rock to control a small mountain railroad, or other small situation (I haven't played Add on where I understand there are small urban settings?). In these smaller settings trains should act more like direct line usage, IE sidings must be used for passing trains, Y's and loops must be used to turn trains around, industry specific sidings(no "station" needed, just place track next to industry, then industry accumulates freight) - Brian, 8/11/2000 4:59:25 PM [Reply]
Train Management tools. Once your empire starts getting large, or you take over companies finding what trains are where is tedious. Grouping flags should be relatively quick and easy, you can put trains into your own groups, then only view a group at a time. Also I would like to be able to customize the color of passenger train/cars IE sunset limited Orange and Black, or other. - Brian, 8/11/2000 4:53:57 PM [Reply]
INSERT! I would like to be able to insert a station in the middle of a consist. This would also allow replacing a station with another station. This is espically useful when you find that demand is dropping at a station that processes a commodity, and you want to move that processing step to another station. - jlong, 8/11/2000 3:04:38 PM [Reply]
As a side note, this would also be useful for cases where you don't like the route a train is taking, and you would like to insert waypoints. - jlong, 8/11/2000 3:07:16 PM [Reply]
SUBLISTS! I would like filters for the train lists and station lists. For instance, a train list that only shows the trains that go to a particular station, or only the trains that are hauling a certain type of commodity. - jlong, 8/11/2000 3:01:28 PM [Reply]
There should be at least one EXISTING loco or emu or dmu from every country in the game. Why not assign different jobs to players in one company: one is CEO, the other is traffic manager and another is train engineer. - CBJ, 8/05/2000 07:24:19 AM [Reply]
I think there should be different kinds of curves, for example curves with a radius of 5 kilometers which would be less flexible in the game but allow higher speeds (300 km/h), and curves with a radius of only 300 meters but only allow low speeds (90 km/h). Also some lines allow greater speeds than others, but are more expensive. 200 km/h lines weren't available before 1955 I think. When you build a new line in 1990, you should be able to determine if the line allows 90 or 120 or 160 or 200 or 300 km/h... There should be different overhead wires: 15 kV/AC introduced in 1912, 1500 V/DC in 1920, 3 kV/DC in 1930 and 25 kV/AC in 1954. More volts mean cheaper wires, but not all electric trains support those different voltages. - CBJ, 8/05/2000 07:21:32 AM [Reply]
ok maybe this has been said alrdy, but there should be a tool to let you designate main lines, because if you make a route to a coal mine and it goes a shorter distance than say the main line the trains will use the coal mine route even though it might have a steeper grade, just make it so you can have main lines setup so you tell your trains where to go - chase, 8/04/2000 4:52:10 PM [Reply]
I am just wondering if the company (Poptop) even reading this wish list, when they already said they are not going to make RT3 in any forseeable future, aren't we wasting our time ? Maybe better off getting hook with some other game, slowly we going to like it. - confuse, 8/03/2000 08:49:06 AM [Reply]
I think they will investigate what will be popular and try to guage a level of interest in a subject - It is an expensive business producing a game, PopTop will have eighteen months work to get a new title out and a large amount of money, they will be looking at a niumber of possibilities - RRT has a couple of advantages, it is a good rail sim and it is a good business sim - put together it is great game, thye'd be silly to ignore it.. - Dudley Brooke, 8/06/2000 06:37:29 AM [Reply]
a better choice of locos. A place to send locos for maintanence; works or a seperate depot. Sidings to hold slow frieght and high speed lines. Different voltages and border stations where a certain loco comes off and another goes on i.e. when gauge or voltage changes. Liveries need to be introduced and the works would help here if you need to repaint a loco or change the livery like when the USSR split. Bridges, tunnels and more interaction with roads like level crossings. The level crossings should be optional so you need to make them to increase safety. Russian locos they are fascinating and broad gauge. You should be able to produce a separate part of your company to make say a narrow gauge island railway. Varieties of coaches and units - Findus, 8/03/2000 07:54:07 AM [Reply]
Why would grade crossings increase safety? This maybe a stupid question but working for a railroad I know that grade crossings are NOT safe. Rather overpasses or underpass should be the options. - C. Schanbacher, 8/03/2000 5:00:25 PM [Reply]
I would assume he meant grade crossing improve safety over unmarked, unimproved crossings. (IE the farm road with only a sign versus a road with flashing lights, and gates) - Brian, 8/11/2000 4:32:28 PM [Reply]
hi as someone mentioned earlier, there needs to be a way to manage your trains better. with a large fleet of engines, you can't be wasting all your time replacing locos. maybe a option where your engine automatically replaces itself - chase, 8/02/2000 00:15:21 AM [Reply]
I am glad someon has metioned UNITS and LIVERIES two things that would help the game. - Laddie, 8/01/2000 10:12:29 AM [Reply]
I need to run a frieght double headed (two locos pulling on frieght) this would make it easier and provide more power. I wanna see the publics reaction to the railway and know how to improve it. If diesel or electric units were introduced we would need the capability to run them in multiple to lengthen say a 4 car set to 8 cars. Definitely a narrow gauge and museum area of the system. I think liveries are needed for my trains to be told apart from the other players - Young, 8/01/2000 10:06:15 AM [Reply]
Good idea to send trains to works and maybe change the engine in the train for a better one. Should we not get the right trains for the right country it would be more realistic. Units is a very very good idea and I also think more advice on working trains would be good - King T, 8/01/2000 10:01:51 AM [Reply]
DIESEL AND ELECTRIC UNITS - they should be available in 2,3,4,6 car sets that can be used on branch lines and stopping services, it would stop the confusion with faster services. Trains should be labeled as Regional/Inter City and Express City. - Chris, 8/01/2000 09:56:05 AM [Reply]
I think there should be a place to put a depot and works that you must build (not in a station) where trains must be overhauled every 3 years. You should be able to store and scrap locos after 30 years. There should be facilities for players to make a museum and have active museum locos after all they disappear after a while. There should be a narrow gauge/third rail/different voltage types of track this would allow the use of dual voltage locos and narrow gauge steam for smaller towns. There should be more large city scenarios with tram and underground as extras. - Dave, 8/01/2000 09:49:28 AM [Reply]
The idea of having a back shop for heavy repairs is excellent. But DonT believes the the government should set a maxinum period say of ten years. The player should be able to set a policy requiring more frequent repairs based on time since the last heavy overhaul or miles traveled since last overhaul. Operating costs should increase at a compound rate as the engine accumlates milage. - DonT, 8/03/2000 7:33:16 PM [Reply]
I think you should get 4 times as many trains, and trains that relate to that particular country. Designing your own trains, making liveries so the TGV sets look better and all trains match. Selecting coaches for your railway and more metra scenarios. I agree with track companies working for you like the French do. Also tunnels and a possible underground scenarios - John, 8/01/2000 09:43:19 AM [Reply]
There should be marshalling yard capabilities and you should be able to control freight between cities because they block the main passenger stations. Storage sidings and different types of frieght car. - John, 8/01/2000 09:53:37 AM [Reply]
FLY OVER (bridge) to avoid congestion and LOOP line for overtaking the slower trains would be nice. - railboss, 7/31/2000 10:28:34 AM [Reply]
A loop would reverse the direction of the overtaking train, not allow it to pass. DonT would assume that you are referring to sidings, in effect a short piece of double track. These are highly important. But their function of allowing opposing trains to meet is even more important then allowing trains to pass. - DonT, 7/31/2000 7:56:08 PM [Reply]
Unless the RR engine become immensly more complicated passing siding and loops and Y's are pretty much mute points. The game engine currently assumes you have a passing track whereever you need it (hence your train turns grey and one train continues and the other stops) Loops and Y's are simply the train reversing on itself when it gets to a juntion where it needs to go the other way. The SCALE of the game is to large for these types of individual items. The most notable exception to this rule was during the Northwest Teddy tour, where you felt like the scale was small enough where these items maybe should appear. As for Fly Over's (I assume you mean an extra main line to avoid congestion inside cities) Triple track, is that too much? - Brian, 8/11/2000 4:43:30 PM [Reply]
I would like to hire a track construction company to build my track. When there would be several construction companies, you could negotiate the best price. - R. Vlasblom, 7/31/2000 01:56:56 AM [Reply]
.. Meaning that you can ask them to build track between 2 cities over a period of time for a fixed price, so I can focus on running my company - R. Vlasblom, 7/31/2000 01:58:20 AM [Reply]
Hi. In RRT3 I would like to have control over a company when I own more than 50 % of their shares, as in the normal world. Therefor being able to regulate dividend payment and see more information about their trains etc. I also would like to run more than one company at the same time, therefor increasing my personal wealth (if it goes okay) - R. Vlasblom, 7/31/2000 01:55:10 AM [Reply]
Develop a Linux version concurrently - I use Loki's excellent port of RT2 - I like the graphics, but I would like to see more detailed and larger playing area - most PCs make short work of RT2 now Tunnels and bridges are a must, there is no way to do the Alps without, don't use DirectPlay for the next version as I can't network to the Windows version, neither can Mac users. More engine options, more everything, but keep it accurate More of the same, but bigger and better - Dudley Brooke, 7/30/2000 5:43:51 PM [Reply]
Another idea regarding layability and realism - It would be nice to assign an engine to a group, for example mainline express - when a new loco became available this group could be down graded or moved to another operation, finally to have your oldest locomotives sold off to another company or for scrap, with large games at the moment you can spend the whole time updating your Locomotives, I just like to watch the trains now and again :-) - Dudley Brooke, 8/01/2000 10:24:49 AM [Reply]
How about draw bridges. They could be set up to open for shipping at just the would times to create maxinum choas in the schedule. Also the ability to build high bridges like the Huey P Long bridge over navigatable water ways. High cost and long long approaches. - DonT, 7/29/2000 6:00:11 PM [Reply]
Bridges and tunnels - the ability to cross a track with a bridge. - Chris Stark, 7/29/2000 2:35:59 PM [Reply]
Absolutely! The lack of these always strikes me as idiotic. What is more romantic about trains than tunnels and bridges! This is a must. - Tyler, 8/11/2000 12:53:49 AM [Reply]
Another thought struck me, why not have an undergound rail system ability later in the game to relieve that blasted congestion in large City's one always has to kill of customers to get in another track or double track, Or we need a means to relieve congestion in large City, my fingernails get a hammering when I see 36 trains bearing down onto one terminal, creating a star topology into the terminal and bypasses dont work that well because you still only have one track into the station and you still have tonnes of frieght and passenger backlog waiting. Monorail perhaps may be an option for the latter stages of the game, Also sheduling is a must however game time needs to be slowed down for this I think. My passengers demand a time table. - CrazyH (Rob Dreijer), 7/29/2000 10:37:30 AM [Reply]
Absolutely! This is such a pain to deal with...love the underground idea - Tyler, 8/11/2000 12:48:22 AM [Reply]
What would interest me is the ability to create multiple tracks within stations. The maximum number could be restricted with the size of the station. Another interesting thing would be the separation of passengers and cargo in accordance with the ability to control the speed with which passengers and cargo are handled. This would be interesting when combined with customer satisfaction for instance - Geert-Jan van der Wolf, 8/08/2000 5:44:34 PM [Reply]
Like the multiple rails idea. On separating cargo, I think a workable plan would be to have multiple stations in the same City but be able to stipulate what cargo goes to which station. - Tyler, 8/11/2000 12:52:31 AM [Reply]
What is really needed is to provide the player with methods of dealing with such conjestion such as larger facilities and multiple (more then two) mainlines. - DonT, 7/29/2000 11:14:03 AM [Reply]
That is one option worth exploring. - CrazyH, 7/30/2000 05:31:03 AM [Reply]
Just a note, I would love this idea of more lines ina major metropolitan area, and such. You can accomplish a similar feat with the current game. Create two LArge stations covering the metro area. Send all passenger service to 1 and all freight to the other. Although your stations wil both build up both freight and passengers, as soon as you pickup passengers at one station they are removed from the waiting list at the 2nd. (It is a pain, looks silly, but it works) - Brian, 8/11/2000 4:49:58 PM [Reply]
Now here's one for you guy's to chew on. What about the ability to climb into the cab of one of your own trains and drive it your self if you wanted to, Imagine the nightmare that would create for the programmers, A virtual 3D engine like Quake for RT III or IV, O and I want the origional steam whistle back from RT I not the pathatic Conductors whistle, (The one you can blow when sitting at your desk planning your next maglomaniac agressive takeover). Perhaps not I spend to much time playing games as it is. - CrazyH, 7/29/2000 10:10:37 AM [Reply]
someone is doing that microsoft train simulator - chase, 8/02/2000 00:18:34 AM [Reply]
Tunnels, bridges over valleys, villages etc. and overpasses on own and "enemy" track. More electric locomotives, especially modern european ones. - Nisaaru, 7/29/2000 05:29:01 AM [Reply]
A little exspansion on the military aspect of railroading would be nice. All major conflicts have made use of armored trains, railguns, rail portable shore defense batteries and anti-aircraft duty. Armored trains should have the ability to destroy tracks behind them. WWII eastern front is a good example. Also, the ability to build trestles over deep gorges and along steep canyon walls. - Dan Osborn, 7/28/2000 1:37:28 PM [Reply]
Greater detail on the engines and rolling stock, the ability to actually ride your railway as a passenger or driver or fire-man, the ability to cutomise your own railway i.e. build your own locos and colour code them to your own badge that you want. More freedom of choice and desighn with your railroad, perhapse building an Underground railway or Monorail. - Eliot Coles, 7/26/2000 7:02:33 PM [Reply]
Like idea of being able to design my own train, but riding in a one of them sounds similar to Rollercoster Tycoon where you ride the rides and it's really dumb...For it to be interesting, you'd have to have something to do while riding them - Tyler, 8/11/2000 12:56:07 AM [Reply]
It is a great idea to create a sequale to the best selling stratargy game but it should not be an addition on the two other existing games of Railway Tycoon 2. Railway Tycoon 3 must include all know engines past, present and maybe to invent new futuristic trains. What we would all hate to see is another expansion pack to RWT2. - Eliot Coles, 7/26/2000 6:56:33 PM [Reply]
TAKE 2 INTERACTIVE BUYS POPTOP: In terms of games, Take 2 will now have alot more say in what Poptop's next project is, and if it is as i suspect Poptop will be set to work on Rt3, or as Take 2 now owns the Railroad Tycoon licence, they may get anotehr development team/ company to create Railraod Tycoon 3. For more details visit the main page of Railroad Express - j stevens (webmaster), 7/25/2000 3:36:32 PM [URL][Reply]
Why not do something FUNDAMENTALLY DIFFERENT. Most business life is dealing with people and 90% of the time is spend dealing with 10% of the difficult people. Have real life animation, say done with actors playiing difficult customers who abuse you and are troublesome, particularly when the player does something stupid, like retire a train full of passengers in the middle of nowhere. Give the player the option of hiring a PR or Complaints department to handle them, but also have the PR Dept doing stupid things aswell. When there's a train wreck, have the PR Dept negotiate a settlement with the victims families, and allow the player to hire an expensive lawyer in the gamblew of reducing the damages. You could include a courtroom scene. - Robert L Thompsett, 8/12/2000 4:10:09 PM [Reply]
Players should be able to build yards at station to gaver goods(coal or lumber for instance)and ship them to major demanding area.Lack of yards is one of the main drawback in rt2 and prevents to act as a real RR company - marc, 7/24/2000 8:43:20 PM [Reply]
Check out games like Sim City 3000, these creations have been given a new lease of life by allowing users to effectively customise their own games using skins editors and the like. Other things that would be good are multiple units, the ability to couple loco's to one another, and a zoom facility for the route editor window. - Anorak Boy, 7/24/2000 06:33:13 AM [Reply]
for rrt3 there should be a saved game where there is a prebuilt train and tracks of the five boroughs and the Staten Island Ferry in New York City - tyrone, 7/22/2000 8:45:21 PM [Reply]
An interesting commodity, ICE. Before the development of mechanical refrigeration, northern railroads off built branches to lakes. In late winter, the ice was harvested from the lake and stored in ice houses. It was then shipped to the reicing points for reefers as needed. - DonT, 7/21/2000 8:38:35 PM [Reply]
Neat idea...the pressure would be on to get it delivered...I really like that - Tyler, 8/11/2000 12:58:34 AM [Reply]
Here are some ideas. Get to select the color(s) of your rolling stock, and maybe even your trains. It looks unrealistic to have four or five different lines with the same color rolling stock and engines. Have the option of adding private cars to your trains as a way of adding some income. In the last century, anybody who was somebody had a private train car, and used them frequently. Have the option to build the real stations in the appropriate cities- Grand Central and Penn Station in New York, Union Station in Indianapolis, Victoria Station in London, and so on. Have the option to set up a railroad museum, and make money from the tourists who come to see them. - Martin, 7/20/2000 6:33:03 PM [Reply]
Have to agree on color coding...that would take away from the character of the game, but I really like the idea of being able to set up a personal railway system...I live in Pasadena where Henry Huninton (S Pacific Railroad) built his own little line from his house to the stock exchange in Los Angeles...about 15 miles. The track is gone but the wide median up Huninton Drive is still there. Thing is, I suspect he didn't make any money on it. And since we're talking...the metro piece of the gold addition stinks, but it could be totally cool. Why don't they fix that up? - Tyler, 8/11/2000 1:04:48 PM [Reply]
The idea of color coding the trains of the various RR's might be desirible to allow easilier identification, but it would not be 'realistic'. The classic red box car, was red for a reason, red was the cheapest paint color. That's why barns are often red. - DonT, 7/20/2000 9:40:37 PM [Reply]
The engines should be different colors - Rob Borg, 7/21/2000 12:11:39 AM [Reply]
Of course: tunnels are the most importent thing as well as more complex industries. For example: textiles, tools etc. instead of simply "goods". Same with food. Some other ideas: bridge-building over valleys and other tracks should be possible. What about cooling waggons for milk and other perishable food? Or first and second class for passengers? Newer loks like ICE! - Momo, 7/19/2000 5:38:54 PM [Reply]
More trains, that's my motto. I live in holland and we have also plenty of locomotives in the past. But still i would be nice if it could be arranged to use every locomotive ever built :) - Mental, 7/19/2000 1:06:41 PM [Reply]
Overpasses : The use of overpasses when 2 companies tracks cross would be realistic and helpful. - Glenn Lee Fasnacht, 7/19/2000 7:55:37 PM [Reply]
Continued form previous message, We need a museum, I am alway's sad to see the game pass into the modern era and the pasing of the steem era, it is not right to be forced to flog off my trusty Pacifics for scrap dont get me wrong I always welcome better hauwlage power and usually I settle for electric. - Rob Dreijer, 7/17/2000 01:16:14 AM [Reply]
True, in Holland and the UK, we've got lots of special museum-tracks that gives back the old feeling of the good old steam-days. - Mental, 7/19/2000 12:58:17 AM [Reply]
Double heading is a must in the early part of the game, I live not far from the Rimutaka incline which in it's hayday needed 5 yes five Fell locomotives to get her up the encline, long out of service and the tracks are gone however I have seen a old film with this team in action and it was AWSOME likewise it would be awsome to have a waystation at both ends of a mountain range in RT III to attach helper locos to a passing express. Perhaps PopTop dont realise that RT satisfies more than just the money making aspect of the game, I for one see the game as a huge and flexable train set, Also we need to be able to bould factories like in RT I build them up in value then sell them at a profit. - Rob Dreijer., 7/17/2000 01:06:02 AM [URL][Reply]
I think there should be an option to build stations that have their own rail yards -- it is rather unrealistic for a station to only have one point and two tracks where trains can drop off cargo -- real stations have many tracks, there could be an option in the new game to have expanded trackage so that stations at large cities don't become choke points along busy lines - Phil, 7/17/2000 00:37:23 AM [Reply]
Allowing more than 2 tracks would help the choke points - Rob Borg, 7/21/2000 12:15:56 AM [Reply]
Definitely it would take frieght away from the main stations if marshalling yards were introduced. - Sam, 8/01/2000 10:07:54 AM [Reply]
I think there should be more British Locomotives such as the Castle and Kings, The Southern regions pacifics and some of the big, heavy freight loco's such as the 9F, 8F and 7F. I would also like to see the N&W Y6b and the UP Challenger put on aswell. Plus Tunnels and double-heading - Bullied_Light_Pacific, 7/16/2000 4:13:01 PM [Reply]
Also i want to sell just a part of my track to another company or abandon them, thus later some enthousiast gonna run steam-loco's for tourists - Mental, 7/16/2000 2:16:21 PM [Reply]
In RRT3 i like to have real weather as in snow, rain, mist and above all, day and night. i don't need to run train every night, instead i have special nighttrains and on some track i only want coal-trains run at night. - Mental, 7/16/2000 2:14:02 PM [Reply]
Time advances too fast in the game for weather, but there certainly could be seasons. Winter reduces the amount an engine can haul. Maybe a blizzard could stop everything for a short period. Spring floods are bad news for bridges. But something else could also be at work. Certain commodities could only be available in certain seasons. For example, corn only in the fall harvest season. - DonT, 7/17/2000 8:24:26 PM [Reply]
One item that might be interesting is to allow players to build 'interlocking' towers at junctions, crossings, stations, and so on. One might think of them as traffic lights for trains. - DonT, 7/16/2000 09:58:53 AM [Reply]
For RRT3, please TUNNELS, the ability of using a station only as a waypoint (without stopping!) (or alternatively a mor practical management of routes : the current system of waypoints is unusable where the network is very dense, beacause you cant distinguish priciesely where you place the waypoint), the ability of making 4-ways paths (in dense areas). - Soslan, 7/16/2000 09:26:39 AM [Reply]
If by four way routes, you mean a crossing with connecting tracks, RRT II will allow you to have up to three already. - DonT, 7/16/2000 09:55:50 AM [Reply]
Having interchanges with other railroads would be great. It could be as simple as having a joint station with a competitor, and if I happen to serve many coal mines, and my competitor happens to serve several steel mills, I could carry the coal to the interchange and leave it there for the other railroad to decide which steel mills to deliver it to. Revenue would be split accordingly. This would make it possible to have bridge routes, vitally important in real life, but absolutely impossible to simulate in RRT2. - jerceg, 7/16/2000 01:10:28 AM [Reply]
Good point. Real rairoads usually interchange cars without transhipping the loads, but joint stations might be one way to simulate interchange - DonT, 7/16/2000 09:52:23 AM [Reply]
Instead or a USRA design light pacific they should use the K4. What pacific is more famous than a K4? - Chris Schanbacher, 7/16/2000 00:33:36 AM [Reply]
There should be train crew to drive your trains - ryan, 7/12/2000 04:33:41 AM [Reply]
Having players assign crews would probably become unworkable with a large number of trains. But what might work is something like this. Alow the player to select the pay rates on his road, say low to high. Low pay would generate 'bad will' and maybe result in strikes. Better pay would generate 'good will' and have some positive impact against accidents and breakdowns.. - DonT, 7/17/2000 8:30:49 PM [Reply]
I think there should be train crew to operate your trains - ryan, 7/12/2000 04:31:52 AM [Reply]
How about more personalization/customization options? I tried lots of non poptop maps that were great but they could be greater if users can create their identities as barons (upload pics). It would also be nice to add new cargo types in the map editor and set the value of the good (such as ginseng in china, found only in mountains and very expensive to procure). - jeejee, 7/11/2000 2:30:07 PM [Reply]
Re. maps...is there any way to scan real maps and have the software convert it to a RT map? That would be really cool if there were some way of doing that as I'm just not the type to build my own map. And why not an automatic map generator e.g. Sim City - Tyler, 8/11/2000 1:11:31 PM [Reply]
How about more personalization? - jeejee, 7/11/2000 2:25:47 PM [Reply]
NECESSARY: #1 An UNDO button as all of us have noted... #2 The ability to run more than 32 stations! - Goldrush, 7/09/2000 3:35:51 PM [Reply]
How about the ability to build narrow guage rather then standard guage. Cheaper first cost, but limited interchange. - DonT, 7/08/2000 3:12:27 PM [Reply]
when I worked for the railroad we often used two or three steamers at the same time to pull bigger loads. How about a provision for that? - casey jones, 7/08/2000 12:11:39 AM [Reply]
good idea, but it could go further--MUed diesels like an FT A-B-B-A would be nice - Dick Dilworth, 7/10/2000 02:07:49 AM [Reply]
How about rotary snow plows? Player choice, buy them or save money and hope it does snow much in the mountains. - DonT, 7/06/2000 7:38:58 PM [Reply]
also, there should be a feature where you can get a loco builder to make a loco for you. Like in 1941, the UP approached Alco, and asked for an engine that could do a job. Alco responded with the 4-8-8-4. the Big Boy. When the PRR asked baldwin for a loc - brad, 7/06/2000 7:38:17 PM [Reply]
Engine editor/maker needed. Unlimited number of wagons per train, only to the amount a loco can pull. So a Big Boy, can pull 250, while a 4-2-2 can pull 15. - brad, 7/06/2000 6:55:17 PM [Reply]
Yes! This is one of the unrealities of the game currently. Also, would be nice to be alerted when trains need replaced. - Tyler, 8/11/2000 1:13:35 PM [Reply]
Restrictions on the placement of certain commodities in trains. A car of gasoline right behind a steam engine is not a good idea. - DonT, 7/05/2000 6:44:54 PM [Reply]
Well the FRA has regulations that says that loaded cars that are flammable can NOT be located right next to an occupied locomotive or caboose. So yes more realism here would be good. - Chris Schanbacher, 7/05/2000 10:28:03 PM [Reply]
Nearly forgot - a rescue l;ocomotive option would be handy for if (when) a train breaks down on the main line. I saw someone posting a request for a 200 ton crane further down, so I won't mention a 200 ton crane. D'oh! - Looney Goons :), 7/04/2000 11:34:08 AM [Reply]
Yeah, something like a rescue thingy would be nice. Or, maybe just a certain amount of money that has to be put aside for this kind of thing. When kept to this ratio it could be worked out with animation only, in accordance with how much money is available. - Geert-Jan van der Wolf, 8/08/2000 6:00:23 PM [Reply]
Tunnels and cuttings, DMUs and EMUs, a building architect tool and some sort of skins editor for the rolling stock. And a coffee, white no sugar, thanks. - Looney Goons, 7/04/2000 11:28:50 AM [Reply]
An ability to change loco's on-route (like changing eletric loco to diesel loco where the electric track ends, leaving the loco waiting at station). Also there's a huge need for more European Loco's (it's rather unrealistic to have Dash 9's carrying lumber around siberia or something like that). Engine (or atleast Engine "skin" ) editor is a must. - Humiz, 7/02/2000 4:22:27 PM [URL][Reply]
Actually in the 'Golden age' of railroading, engines were assigned to 'divisions' of about 100 miles. That was about as far as an engine could run without requiring maintenance. DonT would suggest that the players assign their engines to divisions. The game would then choose the appropriate available engine to run each train over that division. Of course, the player could purchase heavier engines for hilly divisions. Clearly, for an electrified division, most of the engines would be electric. - DonT, 7/05/2000 6:55:23 PM [Reply]
Good idea! I was just on an Amtrak where they did just that today. Sounds like a good way to take advantage of capital investment (catenary) - AO, 7/03/2000 9:52:11 PM [Reply]
One could also require electric locomotives only in long tunnnels and in certain cities (smoke ordinances) - DonT, 7/05/2000 6:47:35 PM [Reply]
THe option to tune out the stock market and just run a railroad! - Andrew, 7/02/2000 02:40:12 AM [Reply]
Besides providing transportation, railroads are major consumers of certain comodities such as steel (rails), timber (ties), and gravel (ballest). When a player is attempting to build track, why not require him or her to deliver a certain number of cars of specified comodities to current the end of the track for each unit of track built. - DonT, 7/01/2000 7:28:20 PM [Reply]
200 ton cranes - ben, 6/30/2000 11:28:29 PM [Reply]
railroad tycoon should have more diesel locomotive and one's that have a lot of power like SD40 and SD90mac not the crappy GP9, F9,GP18, and other lovomotives that can't pull trains over the mountains you should be able to add more then just one engine to your train and add more trian cars too. So for like a coal train instead of 6 cars and one lovomotive you should be able to have 20 or 30 cars with two or three engines and building track over mountains is a pain it will make things better if you can get tunnels. thanx - Ryan, 6/30/2000 01:42:20 AM [Reply]
Moving back in time, how about the ability to double or triple head steam engines. - DonT, 6/30/2000 6:09:18 PM [Reply]
Personally I would like to see some Research and Devolopment. You can read about the person who invented the engine that ran on anthracite coal, but I would like to be the person who had a go at developing such modifications. Being able to design such things as better engines or fireboxes for example, an in the later years pouring ones hard earned monies into to some R&D for the mag lev train, now that would be fun. I would also like to see the sand box option being able to make money instead of just running trains, sometimes I don't want to do a specific goal, but just make money. anyway just my 2cents worth. - S.McGovern, 6/29/2000 11:10:29 AM [Reply]
Buy lines from bankrupt railroad. Once a railroad is shut down the tracks remain. Let us buy some of the segments to operate. - Tony P., 6/28/2000 10:44:18 AM [Reply]
Not always. It depends on what will raise the most money for the creditors. They can choose to run under new namagement, sell it to another railroad (in whole or in parts), or to scrape it. Allowing players to bid on the parts they want would be an interesting concept. Also, once the line is brought, it will need a good deal of maintanence. - DonT, 6/28/2000 8:06:06 PM [Reply]
I like that idea of a stock market that covers everything. Like a commodities market. I think that RT3 needs to get more modern cars. I think that theyshould do modern refrigerated cars for "food". Also tunnels would definately be a nice touch. I think also the option for "BIG" bridges something that could cross a slight valley or something. Maybe by puttin two or three normal bridges together in order to get a longer one but having them connected - Chris Schanbacher, 6/27/2000 11:24:15 PM [Reply]
They should do cars for certain eras. It just doesn't look right for a 4-4-0 to be pulling modern boxcars and covered hoppers. They should have old fashioned cars, classic steam era, then modern cars and for modern passenger cars they should use Superliners. I'm sure the people at Pop Top could do it. Also instead of just the locomotive for some highspeed train you should be able to get a complete trainset for it or have an option for just the power car. - Chris Schanbacher, 6/30/2000 11:30:44 PM [Reply]
One thing that would make things more interesting and realistic is to allow cars to handle multiple commodities instead of having a type of car for each commodity. - DonT, 6/28/2000 8:10:50 PM [Reply]
RRT I has a nice why of handling tunnels, the cost depends on the length. Maybe the cost of bridges should depend on their length and what is being crossed. - DonT, 6/28/2000 8:00:09 PM [Reply]
For America, maybe replace the E60CP with the Acela Express or HHL-8 electrics. Also maybe an electric MU (such as the NJ Transit Arrow). Also maybe consider replacing the AMD103 with P42BWH (more HP=better on hills, no change of graphic needed), and the SD90MAC/AC600CW...a 6,000 Horsepower unit would be nice. - AO, 6/27/2000 11:02:26 PM [URL][Reply]
Engine up grades or overhaul. If you buy an engine like an SD 40 to up grade a few years later to an SD 40-2 or buy the SD 40-2 which would perform better. When engines are old instead of replacing offer an overhaul option. This might cost half or more the price of buying it new but would allow the company’s to keep the GP 9’s or F3 around even after they are no longer available to buy new. - Tom S., 6/27/2000 4:51:52 PM [Reply]
Have the computer company’s merging. I have yet to see that happen and I have never been asked by a computer controlled company if I would be interested in merging with them or to vote on a merger between two computer company’s that I have stock in. - Tom S., 6/27/2000 4:51:35 PM [Reply]
Leveling out - Once track is built to go back and with the bulldozer, or some other icon, pay so much to bring the grade down 1% or 0.5% each time in that grid square. - Tom S., 6/27/2000 4:51:07 PM [Reply]
Yes! Or at least make it reasonably possible to do zig zags etc... - Tyler, 8/11/2000 1:18:57 PM [Reply]
at the other station the helper will automatically move to that station to help. - Tom S., 6/27/2000 4:50:46 PM [Reply]
Helper districts - A little more tricky. A company would have to build at lease a small station on each side of the district along with the maintenance items (water, sand, roundhouse) in one of the stations. You have to buy a locomotive that would operate (or be restricted) only in that area between the stations, helping other trains and hauling zero cargo. Operation could be - highlight track and hit a button for helper area. Build the stations and buy the locomotive. The regular trains automatically stop when it comes to the helper station (doesn’t have to be on station list), Then the helper loco hooks on and the train can proceed at a faster speed over the grade to the other helper station. If the loco is helping and another train stops - Tom S., 6/27/2000 4:50:13 PM [Reply]
Good idea, but don't forget that the helpers must return to the bottom of the hill before reuse. That should add to conjestion on the route - DonT, 6/30/2000 6:14:00 PM [Reply]
Help in the Mountains. In the form of Tunnels, helper areas or paying more to level out the grade in the grid square by 1%. Tunnels - should be limited to length. No more then three grid squares and very expensive to build and maintain. Maybe a maintenance fee each year. - Tom S., 6/27/2000 4:49:39 PM [Reply]
The ability to bring a manufacturing industry into your area. The company would have the ability to invest so much each year in the “hope” of luring a certain type of industry to build along his tracks. Let the formula be something along the lines of Money needed to get the industry to locate (based on value of industrial purchase i.e. steel mills lots of money to locate or cannery not so much money) = Company good will+ company financial standing grade (bond rating A,B etc.) + serving towns that supply the raw goods (i.e. coal & iron, cotton farms, livestock yards, lumber camps, etc.) - Tom S., 6/27/2000 4:48:45 PM [Reply]
RRT 1 allowed you to build industry. Also, why not allow building mines? The map builder could determine places that certain raw materials exist, and the cost for that area to cover extra expenses in different areas. - Rob Borg, 7/21/2000 12:33:12 AM [Reply]
Need to add that it would be limited to manufacturing industries. You can't bring in a coal mine or things like that. Once it locates along your tracks you would still have to buy if you wish. - Tom S., 6/27/2000 4:58:08 PM [Reply]
Regional Ports. Ports demand and supple different things in different areas of the country. Ports in the Midwest along the great lakes might demand iron and grain and supply fertilizer and goods. Northern Ports (Seattle or Halifax) might demand lumber and paper and supply food and goods. You get the idea. Maybe set up the coast line areas like territories. - Tom S., 6/27/2000 4:46:57 PM [Reply]
YARDS! Be able to build small - limited to three cars, Medium - limited to six cars and Large yards - limited to nine cars. Work just like a station, only drop off the cars and other trains can pick them up. This would allow us to run more realistic trains like way freights from an industry to a yard and then have a through freight pick it up this would lower the congestion in the large city areas. - Tom S., 6/27/2000 4:46:25 PM [Reply]
Good idea. Many times the Des Moines area has 3 or more grain elevators. Sometimes I wish I could have a train that would only run from there to Des Moines and drop off cars for the bakery at the station and then drop off more at a yard that could be picked up by a another train that runs food from the bakery to Milwakke. If I could add grain cars from the yard I could add more milk from Milwakke in my return trip. This would cut down on one extra train on tracks heading to Milwakke and a more proffitable train. - RyanJohn, 6/28/2000 11:04:14 AM [Reply]
In general I think most of the suggests here are wrong headed - everybody wants to make Gameplay more complicated! I think Gameplay should be simplified (or at least the complications should be OPTIONAL). Personally I already find it tedious to manage the consist of 100 trains! However the scenario editor should be more sophisticated - creating scenarios is optional! NB if Pop Top made RT2 as complicated as us hard core fans (I include myself) would like it to be, IT WOULD NOT SELL to ordinary (healthy?) people which would mean no more improvements to RT ever! - Richard , 6/25/2000 06:17:34 AM [Reply]
For managing large numbers of Trains, I think there should be an analysis tool which could give you status and recommendations on how to route your trains more effectively, which stations seem good for adding a route, etc. Currently, you have to do all this by looking at multiple screens and with lots of routes and stations, it's impossible to be efficent. - Tyler, 8/11/2000 1:24:36 PM [Reply]
Many Trains--too many to manage: here's an idea for managing many trains. After multiple trains are bought, and are used on identical routes, the "manage train" screen should be changed to a "manage lane" screen, which would provide a condensed outline of all trains with those itineraries (from there, you'd be able to manage indicvidual trains). - AO, 6/27/2000 10:57:39 PM [URL][Reply]
The point about managing the consists of a 100 trains identifies a fault in the basic design of both RRT I & II. In real life the shipper determines where the shipment is to go, not the railroad. The player should not be assigning cars to trains directly. He or she should be managing the assets such as routes, engine availability, car availability, and so on. If they are managed well, he or she should make a profit. Otherwise.... - DonT, 6/25/2000 6:16:03 PM [Reply]
The idea of allowing the player to select options to tailor the game to his or her level of complication/realism probably is a critical point. - DonT, 6/25/2000 6:09:44 PM [Reply]
This is the best of the best. How do you get a response from the Co. I would like to find out if anyone from the Co ever looks at this website???? - John J Neville, 7/14/2000 7:09:54 PM [Reply]
Maximum station size in scenarios. In a map of a large densely populated area large stations are unrealistic e.g. in a map of the British Isles it is laughable to be able to cover the whole London region with one station. - Richard , 6/25/2000 06:17:12 AM [Reply]
If that happens, then double count of cargo's gotta stop too--if 2 stations cover the same area, and share an industry, they shouldn't both get it (like they do in RT2) - Dick Dilworth, 7/10/2000 02:17:59 AM [Reply]
Also in the station pop-up screan: fly-overs and dive-unders.) - Joost O, 6/27/2000 1:50:30 PM [Reply]
No maximum size, but special windows for unlimited stationbuilding. The station depicted on the main screan (buildings AND trackwork AND platforms) should have a maximum, symbolic, standard size. (Like small, medium, big, MEGA, but not showing the 10 or more tracks and platforms you have actually built in the station pop-up screan.) - Joost O, 6/27/2000 1:49:09 PM [Reply]
More control in scenarios over Industries (RT2, understandably, reflects a US economy) Examples: (1) the demand for lumber is much to high for Europe where stone and brick construction is much more common, (2) the domestic demand for coal is much too low for countries like England where wood burning was rare by the end of C19 (historical note: the Midland railway from Derby to London was 4 tracked because the vast numbers of coal trains headed for London needed a track of their own), (3) why can't I have troops available earlier for a Civil War scenario and Steel available later in a Third World scenario. - Richard , 6/25/2000 06:16:43 AM [Reply]
Port rules per Territory would be a huge improvement in realistic scenario design e.g. a scenario of the British Isles in which Irelands imports/exports were different to Englands, or where Coal could be exported from Newcastle and imported to London. Ideally things like Robbers and the Economy would also be Territorial. - Richard , 6/25/2000 06:16:17 AM [Reply]
Scenario printing, especially of event lists. Creating interesting and realistic scenarios that work is made much more difficult by having to keep hand written notes of what variables are used where. Auditing (debugging) scenarios is also made much more difficult by only being able to view one event at a time. I notice that many of the scenarios provided with the game have 'bugs' in them that the PopTop programmers might have spotted if they could print out events (in particular the scenario briefing and the win/lose events are often out of sync. - Richard , 6/25/2000 06:15:46 AM [Reply]
Printing. I would like to be able to print out the lists of stations and trains - at the moment if I have, say, 50 stations and 100 trains I often have to write out these details in order to be able to plan efficient routes and consists. - Richard , 6/25/2000 06:15:16 AM [Reply]
Delegating to the Manager/AI. If the scenario calls for the player to be heavily involved in share trading and/or route building and/or buying industry the game would be a lot less work and a lot more fun if one could delegate consist management to the Manager/AI. - Richard , 6/25/2000 06:14:32 AM [Reply]
maybe a separate list for the passenger trains - Doug Tomlinson, 6/25/2000 00:07:58 AM [Reply]
Obviously tunnels, but with the addition of tunnels also offer the option of building a cog section of track - less expensive than a tunnel, but slower. Of course, you'd have to make sure that the locomotive was equipped properly. . . - Bill Bounds, 6/23/2000 1:44:36 PM [Reply]
TH PIONEER ZEPHER - BOBO, 6/21/2000 10:39:03 AM [Reply]
I think it would be great if you, the player, could buy industries. This would allow you to create a personal monopoly on a certain industry. Also, you could direct you trains to YOUR personal industrial sites, thus making you more money. - Chris Thiry, 6/20/2000 3:15:22 PM [Reply]