Author Topic: Introduction of new gameplay elements!  (Read 378 times)

patson

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Introduction of new gameplay elements!
« on: December 19, 2020, 11:22:48 am »
3 new gameplay elements are proposed! It does not mean we will implement all of that in V2, but they will likely come to fruition at some point ;)

New Loyalty/Loyalist system
In V1, Loyalty is a magical number that increases slowly over time based on flight volume/quality/cancellation/city pop etc. Though it works fine, but it suffers 2 problems:
1. It's a magical number, with a magical ceiling. It rises over time but it's not that dynamic
2. Many airlines can have high loyalty in the same airport - there's no sense of direct competition or progress

To add this we are going to introduce the "Loyalist system":
1. Each airport starts with no loyalist
2. Each airport citizen will have a "favorite" airline. If he/she travels with your airline on any leg of the flight and have a good/bad experience, it might flip to/from your airline
3. Loyalty in airport is basically determined by % of loyalist your airline has within that airport

This should create a more "reasonable" loyalty number that we can clearly explain in the UI (we will show loyalist composition or even trend etc).

This new system should also give a better sense of "progression" and "competition" for airlines to gain loyalist under their brand

This will give advantage to airline that has been around in the airport longer - it might even act as a stronghold. There are concerns that it will be hard for new airline to break it - but I think IRL, this IS the case. Virtual pax still considers many factor - budget traveler does not really care about loyalty and in fact all virtual pax type cares about pricing more or less and also the actual quality. Therefore new airlines can break into a market by offering cheaper priced ticket, supreme quality or very frequency speedy flight! And this also leads to our next point advertisement


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Since we have the delegate system in place, we are going to add more usage of delegates (we experimenting and adjusting delegate count - to strike the right balance)

Delegates will be able to assign to certain airport to handle advertisement with several different "radius" options. Advertisement will increase awareness and loyalty. The effect is based on:
1. The population the radius covers, the higher the pop, the less effective it will be
2. The amount of delegates
3. The duration on the job (similar to country delegates, it levels up over-time)

Take notes that the loyalty boost is similar the country airline/Olympics boost type, once the delegates are pulled out, the bonus will disappear immediately

Better simulation on flight duration and supersonic flight
Current simulation takes into consideration of frequency and transit, however flight speed is not really accounted for - it still has some effect that higher speed leads to higher frequency - but it does not make much diff currently. This sim weakness has prevented us from introducing supersonic jet - as either it will be so fuel inefficient that noone would use, or if we just adjust it to make it profitable, then it will simply be just like any other airplane models.

However, if we improve the simulation model to consider the real duration of flight with all the transit (which is already available since we implemented the "search" option that shows total duration), then we can simulate how supersonic jet can catch the niche market for elite or speedy pax that care about speed more.

We can then introduce several concorde models perhaps  ;D

I am going to prototype on the first 2 points, I have some rough ideas of what need to be changed. Will keep you all lovely people updated!

And as always, inputs are welcome :)




« Last Edit: December 21, 2020, 02:20:03 am by patson »

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Channel Airways

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Re: Introduction of new gameplay elements!
« Reply #1 on: December 19, 2020, 12:28:02 pm »
I like this new loyalist proposal.

As I already suggested in the chat, it might allow for airlines to offer frequent flyer programs. It would be a good way to make people loyal to your airline, similar to what such programs do in the real world. Each status would get the passenger a certain discount to the fare. Airlines can determine how many flights a passenger needs to take to reach a certain status, and which percentage of discount that status would get them on their flights. It would mean airlines would get lower revenue from frequent flyers, but more loyalty.

As you mentioned, there are several types of virtual passengers. Budget pax doesn't care about loyalty, so it could be a strategy for an airline to not offer a frequent flyer program but just offer a lower base fare instead. This is done IRL as well. Many LCCs don't have any frequent flyer programs, it's one of the reasons they can capture the budget passengers.

Talking about budget passengers, it might be a good idea to specify service level further. Right now it's just a number, it doesn't say anything. But make it more visible, what does service level actually behold? Say you're given the option to provide your passengers with meals on board, or not. Better meals will get you a higher service level, but also at a higher cost. If you don't offer meals, you get a lower service level but you save out the costs of the meals. That means you can offer your flights for a lower price.

Each passenger will have different preferences. Some will prefer a flight with a higher service level because they want a good meal on board, others don't care about the meal and will pick the cheaper flight.

The same thing can be done with checked luggage. Will you offer it for free (higher service level, but higher airport costs as well) or will you charge for it? Some passengers will have checked luggage, some won't. Those who travel without checked luggage might prefer the cheaper flight that charges for it, after all they don't have it so they're not being charged for it either.

Edoebzd

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Re: Introduction of new gameplay elements!
« Reply #2 on: December 19, 2020, 03:24:30 pm »
Hi, I'd like to add a suggestion for the loyalty system, maybe add some sort of alliance bonus (passengers with an alliance member as favourite will give a small loyalty bonus to other members [like bonus to favourite airline = 1, bonus to alliance members = 0.1])
In this way alliances would have something extra, and base to base flights will be boosted a little bit

howdyhusker

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Re: Introduction of new gameplay elements!
« Reply #3 on: February 25, 2021, 12:17:02 pm »
One thing i've noticed about delegate is that if I put two delegates in a city, the radius bonus doesn't increase. For Example, if I have 1 delegate in Hamburg, and the bonus is 3.4 at 100km, and 1.4 at 200km...if I add a second delegate to the same airport, the bonus remains the same - in my mind, it should increase the bonus (not sure by how much), and it should be a touch cheaper per delegate (as they can "share" offices).

patson

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Re: Introduction of new gameplay elements!
« Reply #4 on: February 25, 2021, 11:20:58 pm »
One thing i've noticed about delegate is that if I put two delegates in a city, the radius bonus doesn't increase. For Example, if I have 1 delegate in Hamburg, and the bonus is 3.4 at 100km, and 1.4 at 200km...if I add a second delegate to the same airport, the bonus remains the same - in my mind, it should increase the bonus (not sure by how much), and it should be a touch cheaper per delegate (as they can "share" offices).

The bonus is per delegate level, therefore if u put delegate it should be double of what u get as total. If it does not work that way then it's a bug

If you are talking about positive margin per new delegate, then we dun have plan for that yet