This is a problem observed when the redeployment chance is too high during development:
Let's say a bus is instructed to redeploy to a certain segment, and the bus arrives at that segment's terminus. Then, because of the time elapsed and the change in commuting direction, the bus is told to redeploy into the opposite segment.
This is very wasteful because the bus does not pick up any passengers and must travel the entire line with no income contribution.
The proposed solution is that, for the duration of the gameplay session, buses are not allowed to repeatedly redeploy; if it has redeployed, when it arrives at the terminus, it must not redeploy. This allows simple engineering while maintaining good enough anti-repeating behavior (hopefully).
This is a problem observed when the redeployment chance is too high during development:
Let's say a bus is instructed to redeploy to a certain segment, and the bus arrives at that segment's terminus. Then, because of the time elapsed and the change in commuting direction, the bus is told to redeploy into the opposite segment.
This is very wasteful because the bus does not pick up any passengers and must travel the entire line with no income contribution.
The proposed solution is that, for the duration of the gameplay session, buses are not allowed to repeatedly redeploy; if it has redeployed, when it arrives at the terminus, it must not redeploy. This allows simple engineering while maintaining good enough anti-repeating behavior (hopefully).