Let's see if this thread can be organized a bit.
Just haul it
High capacity, low speed, requires player time. Boooring. That's why automation exists.
More trains
This is an extremely viable option with huge capacity and decent speed. Most players favor fast, light trains that go everywhere, but you can still connect small trains to central stations serving slow, lumbering behemoths between megabases. The rail system reaches its limits as more trains fill the tracks, clogging crossways and slowing things down overall. Rail could be VASTLY improved with an elevated/tunneled rail option that allows full cross traffic, as intersections seriously cripple the dedicated express lanes you need for jumbo freight.
Rail could also be improved with remote controlled logistics trains. Make a train, fill it up with logistics requests, remote control it to a base capable of fulfilling that request, and call it back. You can probably do
almost all this on the field, I dunno about logistic cargo cars though.
Trucks, free riding cars, etc.
Due to CPU requirements this just can't be a thing. Trains explicitly use tracks so that CPU pathing can be vastly simplified(you MAKE the path by hand, and trains squash everything in their way so no collision worries), and drones fly so they don't need to use CPU for pathing at all. Free riding vehicles are begging to slow the game down for something a train can do better.
Pneumatic Tubes
Meh. If you can build a tube network, you can build a train network just the same. A request from the tube network can be duplicated in train form with no real difference. There's nothing special here, sorry.
Flying trains
I don't care what you call it. Quadcopters, C5's, cargo planes. Yeah. It's a train that flies. Build as many airports as the base needs and let the rest take care of itself. Fuel is an unlimited resource thanks to oil wells so no obscene fuel cost will make a difference. Be it 10 airports, 50 airports or a thousand airports, there WILL be a point where {flying trains > normal trains} and the rail network becomes obsolete. That's a sad thing and IMO bad overall.
A flying personal car would be pretty nice. Flying lets the player get over bad terrain like lakes and forests, which are annoying obstacles the whole game. Who wouldn't want to zip across the land at high speed? It sure beats travelling by foot.
Rocket/Teleporter/Postal Express systems
Now we're talking. What does a player want? That dumb thing they forgot! When do they want it? NOW! How much are they willing to pay? Who cares! These all function in pretty much the same way, with a different flavor of sci fi. Pick your favorite.
The basics of an express transport system are as such:
- It's high tech. Alien tier research and alien artifacts are used.
- The player PREPARES the goods at home base. The base must be capable of making or preparing the requested goods, or this system falls apart.
- The player CALLS the goods in some way. This is probably through a special building(tele) or special terrain (orbit) that has long distance remote controlled logistics.
- The player pays a PREMIUM for the goods they want transported. This PREMIUM is NON RENEWABLE and thus must consume iron/copper/coal and probably high tier advanced circuits, steel) in some way. The premium is probably its own special item like a rocket or an antimatter core or magic transport macguffin. The home base consumes a premium item for EVERY transport request.
- The goods are transported NOW. Or in like a minute. It's your system, make it good if you want the stuff fast!
- No realistic range limitation. It doesn't matter how far away you are. The player wants their missing items just the same if it's 5 minutes or 5 hours (or a completely different save file) away.
- The goods are transported directly to another special building, get air dropped/orbital dropped, or are magic'd directly into the player inventory. Take your pick.
Likewise, the player may wish to move themselves using the same system. The basic principles remain the same, except for a few added hurdles:
- Moving the player is far more powerful and thus should be far more expensive with every use.
- It requires infrastructure at the destination so the player can't arbitrarily drop anywhere (a beacon, another teleporter, postal office, whatever).