Hey, how's it going? Good to see you're back on the programming track.
My 2 cents?
The first, second, and third most important features are stable load calculations. As I'm sure you remember from AE
, this got really frustrating, particularly as the game went on. AM
seems to be more transparent and stable in its calculations, but I don't really like the way the calcultions work; if someone undercuts you by a single dollar it can cause your loads to evaporate. Even if price is the sole determinate for buying tickets, spillover after their flight is full should still but butts in the seats.
beyond that, my thoughts opnions and wishes:
Class and service levels:
I personaly think this is a waste of time unless their are diffrent types of passengers (wealthy, poor, buisness, leisure, VFR, etc). If service level simply makes your flights more desirable to a all passengers equaly and allows you to charge a simple blanket premium then its pointless. It becomes merely an excercise in finding the most profitable service level and applying it. If there were diffrent types of passengers then diffrent airlines could legitmatey target diffrent niches and there could be an agrument for diffrent types of service. So long as passengers are all the same and interchangeable I favor making all tickets economy, basing all aircraft's seating on full Y with 32", and not having silly things like IFE, meals, etc.
Interested in seeing what you have lined up. The AE
1 method was frustrating because it only looked at passengers in the hub. It didn't pay attention to number of destinations serviced or geographical logic of the hub. A large domestic only hub at LA
worked, even though there were virtualy no logical connections to be made. (JFK
makes no sense while JFK
does). I'm not sure how to fix the geographical problem simply, but having the number of desinations a hub served factored in would be nice.
reduced revneue from hub flights; people pay less for connecting flights than they do for nonstops in the real world.
Idealy the additive power of a city would be based on its service level. IF
you had a giant hub at ORD
for instance, you should be able to get many connecting passengers from BOS
has non stops to all the destinations you serve from ORD
. OTOH, ATW
should give you many (for its small size) connecting passengers if you are the only one serving it, becuase ATW
passengers trying to go anywhere need to be on that flight.
I'd like a real time development where aircraft become available and disappear over time. Idealy this could be incorporated with a delivery slot system. With the delivery slot system a manufacturer would have slots going for a number of years and anyone looking to buy aircraft could view the slots, select some, and then buy them. If a manufacturers slots were almost all taken up, they would increase production, opening new slots. If there were open slots at production time these would be white tails. If orders were drying up the manufactuer would announce an end of production.
|Quoting AllegiantAir (Reply 2):|
So if someone wants to start an unrealalistic route like the one mentioned above, program it so that that route has miserable loads.
This is simply a matter of setting the constants for passenger generation lower, not really a feature issue, but I do agree; setting loads to be in line with real world results adds measurably to the game by making it much more than a sandbox type excercise.
|Quoting Jamesbuk (Reply 1):|
one of the downfalls of all the current airline games is they have thousands of people playing, why not limit it?
I peronaly disagree. I'd like to see a game that is balanced enough to accomadate a realistic number of airlines (i.e. tons). By penalizing larger and older airlines with higher labor costs, allowing startups to have more useful aircraft, and coming up with a more equitable gate/slot system I think this could be done.
Well, thats what I'd like. I realise a lot of that is probably not very feasible as far as programing is concerned, and some of it is simply contrary to what lots of people think a game should look like. At any rate, please do keep us updated.