The one feature I would like to see in the game would be a yard master/switching mode where the yards could be more useful. The player would be given a “switch list” or switching instructions. Inbound trains would pull in, and would have to be broken down. As the train orders came in, the then sorted cars would have to be assembled into a outbound train equipped with sufficient motive power to move it, and put into a arrival/departure track. If the train was built in time and correctly the player would be awarded AP. The player would be kept busy with various tasks (refueling, hosteling, sorting), accurately representing the never ending cycle that is the railroad. The best part in my opinion would be the logistics/problem solving that the game seems to be missing. To rail fans and railroaders alike, this behind the scenes and often overlooked aspect of railroading can be both challenging and rewarding at the same time. Does anyone know how possible would this be to accomplish? Please comment if you also think this is a good idea.
Well Run 8 does a reasonable job of this and one of the more fun pastimes is using the hump yards to make up and break down locals, then either taking them off to the various industries or working away the outgoing manifests.