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Topic Summary

Posted by: Denson
« on: July 28, 2019, 08:19:16 am »

Some ideas for V2:

- An advanced aircraft scheduling system, allowing one aircraft to fly multiple routes. That's how it's done in real life too. Would greatly appreciate the possibility to generate a weekly schedule for each aircraft that can contain multiple routes. Of course with the possibility of easily transferring a flight from one aircraft to another without having to reconfigure it.

- Variation in ticket prices. As it is now, all seats for a certain class are sold at the same price. That's not realistic, in real life there are different prices for each seat or number of seats. Some airlines keep their minimum and maximum ticket prices close together, offering little variation. Others have larger differences, allowing some seats to be extremely cheap while others are expensive.

- Specification of service level. In the current game, service level is just a number. I would like to specify the details, like for example do you charge for checked luggage or not and how much? If you charge for it, this will generate ancillary revenue however not from everyone as there will be passengers without checked luggage. Also will you provide free meals / snacks on board or do you charge for them? And if you charge for them, how much?
Posted by: patson
« on: July 13, 2019, 01:30:29 am »

Sorry SkyFly, no updates yet. I am still busy

But at least i fixed some bugs last week :)

V2 is not abandoned, I will likely resume development after my busy summer season :)

Thanks for the support again!
Posted by: SkyFly
« on: July 09, 2019, 11:29:31 am »

Hi Guys

Any news on the V2 and game reset?
Posted by: IQuit
« on: May 01, 2019, 08:29:23 pm »

randomness implemented into this
The problem with randomness is difficulty in spotting bugs. Unless you tested it with all input parameters varied over thousands of iterations, otherwise a single typo in the equation can go unnoticed forever.

Certain things that can affect the relationship:
How about donation to the airport authority? This could act as a money sink to curb exponential expansion.

sticking with a single manufacturer would give discount and also maintenance bonus
Small manufacturers will have to be more linear towards customers, else everybody will only be buying Boeing and Airbus.

Buying airplanes from certain country will affect airline's relationship with certain country etc etc.
This makes it unfair to countries without manufacturers since their relationships become harder to improve.

thinking to change the game model such that loyalty is "relative"
How about removing openness, loyalty, awareness, reputation, global service level (which gives established airlines advantage over new airlines), etc and replace all of them with relationships (with airport and country) alone?
You start with your home country relationships and as you improve relationships with some airports / countries, relationships with other airports will drop, i.e. the whole world has a fixed number relationship points for you to be distributed among the airports.
When you reach the ultimate maximum of the relationship with an airport, you can even relocate your HQ to that airport.
Posted by: patson
« on: April 26, 2019, 10:31:25 am »

There will be a world restart for sure for V2

Sorry no updates yet. I have been kinda busy lately, hopefully better next month. (assuming I don't get new PC games lol)
Posted by: zuoyi
« on: April 24, 2019, 10:09:48 pm »

Any updates on V2?
Posted by: busterifle
« on: April 21, 2019, 02:44:49 am »


Therefore, I am thinking to add various new game mechanics and overhaul. And there will be a world reset that comes with it, cause with all these new proposed changes (non confirm yet...just new ideas) some established airline is going to be badly hurt. Might as well start over and reset the game world :P


Would there have to be a world restart, or could you implement a button that would allow users that would like to restart the opportunity to?

I believe it's going to be a world restart, but I could be wrong!
Posted by: Brad
« on: April 19, 2019, 09:31:18 pm »


Therefore, I am thinking to add various new game mechanics and overhaul. And there will be a world reset that comes with it, cause with all these new proposed changes (non confirm yet...just new ideas) some established airline is going to be badly hurt. Might as well start over and reset the game world :P


Would there have to be a world restart, or could you implement a button that would allow users that would like to restart the opportunity to?
Posted by: patson
« on: April 02, 2019, 01:48:56 pm »

I think the right model is something like a bankruptcy bonus: that is, if you get really big, and then voluntarily hit the bankruptcy button, you lose everything but now get some kind of bonus (that is otherwise impossible to get) as you rebuild from scratch. This could even be cumulative through multiple resets.
As long as the effect has diminishing returns. Like if each added bonus only has 50% of the effect of the previous. This way, a bankruptcy would normally pay $50M, with one bonus, it would be $75M (50+(50*.5)), with two it would be $87.5M (50+(50*.5*.5)) etc. This would give people an edge, but not so big an edge that they have a personal iWin-button. ;)

Ah cool. Ya i still haven't really worked out the details yet so any thoughts/ideas would help ;)
Posted by: Fuddnir Johansson
« on: April 01, 2019, 05:10:24 am »

I think the right model is something like a bankruptcy bonus: that is, if you get really big, and then voluntarily hit the bankruptcy button, you lose everything but now get some kind of bonus (that is otherwise impossible to get) as you rebuild from scratch. This could even be cumulative through multiple resets.
As long as the effect has diminishing returns. Like if each added bonus only has 50% of the effect of the previous. This way, a bankruptcy would normally pay $50M, with one bonus, it would be $75M (50+(50*.5)), with two it would be $87.5M (50+(50*.5*.5)) etc. This would give people an edge, but not so big an edge that they have a personal iWin-button. ;)
Posted by: patson
« on: March 23, 2019, 12:59:10 pm »

Hey bluesky o/

crap....my cat whacked his tail on the keyboard and deleted my whole reply...i squeezed his tail hard grrrrrrrrrrrrrrrrrrrrr

Anyway, short version :
If we have multiple running servers then we can for sure have an "imaginary" world with unrealistic data.

I think the core of the problem right now as u pointed out is that some countries are heavily favored (mostly higher income ones). That's probably something we can work with in V2. I don't have any solid plans on that yet :) still working on the pieces one by one!

But isn't it realistic that some countries are more favoured? Not all countries are created equal in the real world...Though I agree there's some issues with the passenger model and countries being favoured. For example, I'm trying to fly from Lagos to Accra and Abidjan, which are pretty much the biggest cities in West Africa with multiple flights between them IRL, but I can't even fill a 44-seater Embraer at below average price.

My big idea for the game is to scrap the reputation system and rank airlines on profit and passenger numbers. Also, something needs to be done about the connecting flights system, which is the bane of any airline game's existence. While you have the most realistic connecting system in any game, the fact remains that taking a connecting flight is simply adding the prices of two flights, when IRL connecting flights are usually cheaper than direct flights. But I know this is hard, and as far as I know no airline game has been able to do it.

In terms of coding and UI design wise, it's not super hard (i did think a bit on the algorithm and UI would just be an extra settings to give discount if it's transit flight etc).

The harder part however, is to maintain the gameplay balance of route profitability ...usually the game balances itself out until all players's profit is razor thin. There are several issues tho that could be hard to address, for one, bigger airlines have better network hence already has a uphand in getting transit passenger, allowing discount on transit flight will probably give big airlines even more advantage and new airlines will be harder to compete - that might not be too bad but it's just a balance issue that sometimes is hard to tackle

Besides, it might be a bit complicated to present the profit data as it's a combination of things

I agree that this will make the game more realistic but the extra "fun factor" it brings might be rather limited, i will keep that on my list but probably need to check more stuff off the list before i would have time to tackle this one ;)
Posted by: yellowcandle
« on: March 21, 2019, 07:26:47 am »

https://www.youtube.com/watch?v=thqbjA2DC-E

Please consider implementing The Five Freedoms of Air (so that we can set up technical stops and routes with stops)
Also, Please provide more metrics in the route report, like profit per passenger-km flown etc. (At the very least, make the table easier to be pasted into excel!)
Posted by: Andrew
« on: March 19, 2019, 08:19:55 am »

Hey bluesky o/

crap....my cat whacked his tail on the keyboard and deleted my whole reply...i squeezed his tail hard grrrrrrrrrrrrrrrrrrrrr

Anyway, short version :
If we have multiple running servers then we can for sure have an "imaginary" world with unrealistic data.

I think the core of the problem right now as u pointed out is that some countries are heavily favored (mostly higher income ones). That's probably something we can work with in V2. I don't have any solid plans on that yet :) still working on the pieces one by one!

But isn't it realistic that some countries are more favoured? Not all countries are created equal in the real world...Though I agree there's some issues with the passenger model and countries being favoured. For example, I'm trying to fly from Lagos to Accra and Abidjan, which are pretty much the biggest cities in West Africa with multiple flights between them IRL, but I can't even fill a 44-seater Embraer at below average price.

My big idea for the game is to scrap the reputation system and rank airlines on profit and passenger numbers. Also, something needs to be done about the connecting flights system, which is the bane of any airline game's existence. While you have the most realistic connecting system in any game, the fact remains that taking a connecting flight is simply adding the prices of two flights, when IRL connecting flights are usually cheaper than direct flights. But I know this is hard, and as far as I know no airline game has been able to do it.
Posted by: vani56
« on: March 18, 2019, 02:14:48 am »

The biggest problem in this game is that it has too much unrealistic elements - unrealistic planes(787 seats 250 pax in the game), unrealistic fuel consumption, unrealistic limitations on routes. Most people playing those type of airline simulation games are avgeeks wanting realistic experience(especially when it comes to plane database) even if it means unbalanced game. Neither airlinesim or airline-empires implement such unrealistic elements and for a reason. If they do, they will probably lose half their player base.
It's kind of strange as this game has the most realistic pax system out there, yet it can't seem to get it right in other areas.
Posted by: zuoyi
« on: March 14, 2019, 02:22:27 pm »

Heya Alex! Good to see u again ;)

For the legacy bonus it should be minor and temporary - for example a bit more negotiation point at the beginning. it will not be something lasting throughout the game

Though I might add something cosmetic for top 20 players like a badge or something :) ?

Cash is the best bonus for me :D At least the bonus is proportional to cash balance/reputation points.

Air China