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Topic Summary

Posted by: patson
« on: December 18, 2018, 11:25:21 am »

Lets get right to it then shall we?

Why we need cargo routes: Variety is the spice of life, so lets put those spices onto a fully loaded plane heading to L.A.! all joking aside, Cargo would add a unique and dynamic mode to the already solid gameplay set in place. Cargo routes would also offer new leaderboards, options for new players, and new markets for bigger companies to fight for.

How to implement: While I had talked about how cargo routes would work in a post a few months back, the inclusion of the oil market has made me realize how cargo could be easily added to the game.

The Basics: Cargo routes would be set up by buying (or converting an owned plane) set up for cargo shipping. Then buying goods, and storing them until you send the flight out

The Planes: I see all planes being able to be converted into cargo planes. If you wanted to expand on the concept maybe you can install different types of cargo such as refrigeration for meat products or big open areas for large parts.

The Goods: Much like the oil market the aim of the game will be to buy low and sell high. It would also be interesting to see different types of goods and have different demand in certain areas (a China to Los Angeles route for example would have high demand for electronic goods, Dallas to New York has a high demand for livestock and meats etc).

Storing Goods: I would like the inclusion of warehouses to emulate the oil contracts. While a player can always have a route open and ship out goods as soon as they buy them, you could also build a warehouse at a base, and wait to open the route when demand and price is just right. Opening and closing routes often will be a good way to keep people coming back more often.

Routes: Routes will be set up just like passenger routes the difference being replacing the customer type with GoodX, GoodY, GoodZ percentages.

As a final note I would like to give a couple of suggestions on what I think some of the types of goods could be

Electronics: High demand in highly developed areas and large cities
Livestock/Meats: High demand in cities especially ones near coastlines
Grain/Produce: High demand in cities especially ones in extreme weather environments
Mail: High demand in smaller more remote areas
Oil: Medium-High demand pretty much everywhere that is not an oil supplier
Airplane Parts: Demand based on the amount of players flying in and out of the airport

I hope I was able to explain my concept, If you have any suggestions or questions I will try my best to answer them, and thank you for checking out my lonely little post

AtomicSnails
CEO Chemtrail Air

Thanks for the suggestions! It reminds me a bit of the game Capitalism and Transport Tycoon, which I am a fan of. hehehe  ;D

The reason that I did not add Cargo at first is because if it just becomes another "class" of passenger, there's not much point of doing it - I like your suggestions as it addresses that by introducing new concepts

However, it seems challenging to implement your proposals, coding wise, it's not a trivial task (perhaps a several months to implement the code and all the new UI components) - another concern is the server power. It has already stretched to the limit and adding mechanisms proposed mean extra load which the server probably could not handle anymore - I do not have many options now, it's not feasible to further upgrade the server due to cost concerns or I would have to rewrite some of the code to optimize, which also takes time.

That being said, I will put that on my wish list along with Space and Beyond :) These are interesting ideas that add new possibility and game play to the existing aviation game world! (and they are all hard to tackle lol)


Thanks again!






Posted by: AtomicSnails
« on: December 16, 2018, 05:46:33 pm »

Lets get right to it then shall we?

Why we need cargo routes: Variety is the spice of life, so lets put those spices onto a fully loaded plane heading to L.A.! all joking aside, Cargo would add a unique and dynamic mode to the already solid gameplay set in place. Cargo routes would also offer new leaderboards, options for new players, and new markets for bigger companies to fight for.

How to implement: While I had talked about how cargo routes would work in a post a few months back, the inclusion of the oil market has made me realize how cargo could be easily added to the game.

The Basics: Cargo routes would be set up by buying (or converting an owned plane) set up for cargo shipping. Then buying goods, and storing them until you send the flight out

The Planes: I see all planes being able to be converted into cargo planes. If you wanted to expand on the concept maybe you can install different types of cargo such as refrigeration for meat products or big open areas for large parts.

The Goods: Much like the oil market the aim of the game will be to buy low and sell high. It would also be interesting to see different types of goods and have different demand in certain areas (a China to Los Angeles route for example would have high demand for electronic goods, Dallas to New York has a high demand for livestock and meats etc).

Storing Goods: I would like the inclusion of warehouses to emulate the oil contracts. While a player can always have a route open and ship out goods as soon as they buy them, you could also build a warehouse at a base, and wait to open the route when demand and price is just right. Opening and closing routes often will be a good way to keep people coming back more often.

Routes: Routes will be set up just like passenger routes the difference being replacing the customer type with GoodX, GoodY, GoodZ percentages.

As a final note I would like to give a couple of suggestions on what I think some of the types of goods could be

Electronics: High demand in highly developed areas and large cities
Livestock/Meats: High demand in cities especially ones near coastlines
Grain/Produce: High demand in cities especially ones in extreme weather environments
Mail: High demand in smaller more remote areas
Oil: Medium-High demand pretty much everywhere that is not an oil supplier
Airplane Parts: Demand based on the amount of players flying in and out of the airport

I hope I was able to explain my concept, If you have any suggestions or questions I will try my best to answer them, and thank you for checking out my lonely little post

AtomicSnails
CEO Chemtrail Air