There are several options to limit the player A or B giving the same opportunities to these players. So, lets try to make this as short as possible
I'll not include #2 or #2b because due the range of station spread among servers would need "almost" a rule for each one (or a specific value will be too high in some or too low in others).
My suggestions, using guideline options above:
A - Separate treatment of
primary industries,
secundary industries and
towns. Option #4 to primary industries and #1 to secondary ones to keep balanced the space players need close each industry type; In towns could be option #3 (imo, #4 would be acceptable too)
or build only on 2 contiguous sides of the town - This includes stations, tracks and player owned roads
https://dl.dropbox.com/u/48606680/Selection35708566.png - possible combinations: (1:2) - (2:3) - (3:4) - (4:1). Can be simplified with: build only on 1 side of the town like on this imgs
https://dl.dropbox.com/u/48606680/Selection35708566_.png (or using 2 imgs for it:
https://dl.dropbox.com/u/48606680/Selection35708566_a.png and
https://dl.dropbox.com/u/48606680/Selection35708566_b.pngB - Take the towns example of suggestion A and apply it to industries too - examples:
https://dl.dropbox.com/u/48606680/Selection41455362__.png (1:2) - (2:3) - (3:4) - (4:1) /
https://dl.dropbox.com/u/48606680/Selection41455362_a.png and
https://dl.dropbox.com/u/48606680/Selection41455362_b.pngC - Make secundary industries "claimable" by companies (since where's the most issues happen, taking the "clusters" ofc) and option #4 for primary industries. For towns could be #3, #4 or some of the above. The option of claiming secondary industries sinked on a previous poll, but there was no forum. So I thought pertinent to bring the matter again to discussion, despite the fact that I've voted on keeping full competition.
D - The option #5 concept itself is not bad ideia... taking the fact that industry area influence have different values for acceptance and deliverance (possible to check in information of each industry tile), wich ones would be taken in consideration? Examples:
https://dl.dropbox.com/u/48606680/ex1_.png and
https://dl.dropbox.com/u/48606680/ex2_.png /
https://dl.dropbox.com/u/48606680/ex3_.png (can be checked clicking on every secundary industry tile). Imo this OpenTTD features can dificult a bit the calculation of what is the real space "still" available in a industry area influence. Not to mention the fact that the sum of free tiles around industry area can be more then 50% but not enough to build a decent station/hub and necessary tracks! Taking some technical issues that can create erroneous values and despite all these details... I still like the ideia
the above images are only examples, to convey the idea.
most of the players, when enter in a running game... what they search 1st?
(if know about it) The industry list, ordered by production. And ofc, if the highest is a factrory producing goods (and full competition allowed), it's the first place that player will go (guessing) - or biggest town on map. Even if start competing, taking other player goods (in some secundary industry), he can even think on deliver there primary cargo... he can't! Some situations I've seen, that usually separates consciousness players with from the others, doesn't happens more (I think) because players simply don't have room to build. Ofc, there's players that only want the goods (sabotaging situations not included... I mean really to make profit)