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Posted by: patson
« on: December 13, 2019, 01:17:38 am »

Bah during the implementation i noticed that the easiest solution is to simply Add back the replace option BUT with the purchase cycle check. That will be essentially be the same as auto-renewal but only on one airplane

That would be the LEAST change, and still fill the loophole

I will also add the change the renewal airplane with lowest condition first...how about that? :)
Posted by: patson
« on: December 13, 2019, 12:55:22 am »

Starting implementation.

Not going to do it by type now as that would mean even more code changes and UI changes  and it could be confusing to users with having so many different levels of renewals

Posted by: LuckyPierre
« on: December 11, 2019, 08:52:21 am »

I liked the way it was.  :)

But for your options-I like #1 for sure... and I like the suggestion that we can set the % value based on type. :)
Posted by: RogueAir
« on: December 11, 2019, 06:19:00 am »

I like that. My main complaint of auto-renewal is that I keep replacing 737's and 767's, and the 747's and A380's get older and older for cash flow reasons. So logic point 1 makes me happy.

For renew in Y weeks, am I right in assuming the money would be spent the next cycle, and plane arrive Y weeks from that cycle? Same as purchasing a new aircraft? Again, cash flow, and when cash is available, becomes a significant part of the game / planning process.

One thing that occurred, perhaps the ability to set a universal replace percentage, but be able to override it for an entire model or sub fleet? I'm thinking that my Embraer's could get replaced at a different percentage than my A380's... or my 767's doing intra-africa turns could be replaced at a different percentage than my Japan - Middle East turns. Not actually sure I'd use that, but it'd be a way to allow further customization and tweeting in the game.
Posted by: patson
« on: December 11, 2019, 12:08:48 am »

Hi all!

There was a update deployed earlier that completely removes instant airplane replacement.

While the change was to remove the loophole to get 100% new airplane instantaneously, several players did raise legit concerns of how they have lost the ability to renew airplanes individually.

Therefore I am proposing change as below:

1. For auto-renewal, airplanes with the lowest conditions will be renewed first until fund is exhausted
2. Adding a new option/switch for the airplane details, the label will be "Renewal status", possible values are
  - Auto renewal at X% (if a airline wide auto renewal threshold is set)
  - Renew in Y week (which Y is the construction cycle required to build the airplane - it could be zero, which means it will be auto-replace in next cycle)
  - Disabled
3. There will be a button next to that, clicking on it will flip the status (Auto Renewal -> Renew in Y week -> Disabled -> Auto Renewal). If a company wide renewal threshold is not set, then it will just be Renew in Y week <-> disabled. Fund will NOT be deducted right the way, it will be deducted on the cycle tick, see point 4.
4. On a tick, the logic will first go through the list of airplanes that are explicitly marked for renewals in Y week, then airplanes that are below the auto renewal threshold. The renewal process would stop if fund is exhausted. Therefore if a renew in Y week is dropped to renew in 0 week, but there's not even fund, then it will stay as renew in 0 week, and try again next week.


Thoughts, comments, concerns? :)