Semaphores penalty multiplier
Posted: Sun Oct 01, 2017 2:46 pm
Semaphores already could be controlled over circuit network, it would be great to control amount of pathfinding penalty also.
With simple switch we should be able to influence on amount of "pathfinding penalty" of specific semaphore. With default "const" it should behave just like now, without adding much complexity. But "signal" multiplier will allow to create "strong blocking" or "loose blocking" to pathfinder algorithm without adding huge rows of semaphores.
Why is it important.
Right now circuit networks allows to control trains tacticaly (crossroads, entrances to stations, small rail networks) But current penalty is relatevely small and could easily become neglectible in huge rail network. Therefore it's almost impossible to use semaphores for controling trains on strategical scale.
One possible use is stations with equal names far from each other.
Station closed with huge pathfinding penalty wouldn't be visited if any opened station exist. If all stations are closed - trains will wait in the waiting bays of nearest station.
It'll make possible dream setup:
1 Create initial setup of requesters and providers (stations) and trains.
2 Add yet another provider to network
3 Select name for new provider station from list
4 All other is automated
Not enough iron? Add standard Iron station to network.
Not enough steel? Add standard Smelter to network.
Not enough trains to transfer all the ore? Copypaste any existing train.
No manual naming, no manual scheduler edit. Ever. (after proper initial setup of course)
In dream setup all station types are standart, all train types are standart and almost everything is automated.
Such setups are kinda possible now, but highly ineffective. Because there is no sensible way to control trains strategically, apart from turning off stations.
But turning off stations meses up train sheduler greatly. Up to leaving trains in the middle of nowhere, blocking whole network if all stations in scheduler are offline. Blocking of all stations with huge penalty semaphores will send trains to gracefully wait in waiting bays instead.
It's a lot of other similar suggestions here but they are more complex, this suggestion could add quite a lot of possibilites to game without additional complexity.
With simple switch we should be able to influence on amount of "pathfinding penalty" of specific semaphore. With default "const" it should behave just like now, without adding much complexity. But "signal" multiplier will allow to create "strong blocking" or "loose blocking" to pathfinder algorithm without adding huge rows of semaphores.
Why is it important.
Right now circuit networks allows to control trains tacticaly (crossroads, entrances to stations, small rail networks) But current penalty is relatevely small and could easily become neglectible in huge rail network. Therefore it's almost impossible to use semaphores for controling trains on strategical scale.
One possible use is stations with equal names far from each other.
Station closed with huge pathfinding penalty wouldn't be visited if any opened station exist. If all stations are closed - trains will wait in the waiting bays of nearest station.
It'll make possible dream setup:
1 Create initial setup of requesters and providers (stations) and trains.
2 Add yet another provider to network
3 Select name for new provider station from list
4 All other is automated
Not enough iron? Add standard Iron station to network.
Not enough steel? Add standard Smelter to network.
Not enough trains to transfer all the ore? Copypaste any existing train.
No manual naming, no manual scheduler edit. Ever. (after proper initial setup of course)
In dream setup all station types are standart, all train types are standart and almost everything is automated.
Such setups are kinda possible now, but highly ineffective. Because there is no sensible way to control trains strategically, apart from turning off stations.
But turning off stations meses up train sheduler greatly. Up to leaving trains in the middle of nowhere, blocking whole network if all stations in scheduler are offline. Blocking of all stations with huge penalty semaphores will send trains to gracefully wait in waiting bays instead.
It's a lot of other similar suggestions here but they are more complex, this suggestion could add quite a lot of possibilites to game without additional complexity.