Perhaps there might be a place for more worlds of different lenghts: i.e. 6 month, 1 year, 3 year, and 5 year with appropiate pricing, This might allow those wanting to play longer but can’t afford/get into the long-term worlds to have longer times but limit the chance for monopolized worlds. Just a thought…
I don’t think we can add a lot more variance to the pricing here. We have the short-term worlds at 4, Tristar (aka medium-term) at 5 and all infinite worlds at 6 credits per day.
The current short-term worlds fall somewhere between 6 months and 1 year and I admit we could use a bit more variance here, but having more or less identical runtimes makes scheduling a bit easier (you don’t want too many game worlds to launch at the same time and also no long gaps between relaunches).
Tristar is set to 3 years at the moment and seems to be doing alright. Pretty sure we’ll launch a new instance of this type eventually.
And lastly, regarding 5 years: My fear is that 5 years are such a long time that it’s actually perceived as “long-term”. You will definitely have (almost only) monopolies at that time and killing the world after such a long period might be an unpleasant experience for those that stuck around for so long, even if they knew that going in. So…not quite sure about that one yet. Maybe I am being too negative here, would love to hear the thoughts of other (long-term) players on this.
I could imagine a something like 5-ish or 10 years gameworld, because with 20 years its probably unlikely to get new players involved for long time on that world and it would also be nice to have a “winner” of the players after such a long time.
I would really like to see a “reiteration” from Wright but over a longer timespan. I really liked the idea of Wright in general but in my opinion the time frame from 1990 to 2002 was a bit too short to really have an impact.
I’d like to see a game world start in like 1970 and end in about 2010 (just like wright: 4 weeks = year). That would really introduce a lot of change over the 3 years a medium term world could offer.
In the beginning you can choose from Boeing and McDonell Douglas and shortly after even Airbus comes into play. During the whole timespan quite a lot of important planes are released which really makes you decide wheather to introduce/get rid of a maintenance category in order to handle your aging fleet.
I don’t know about other players but i think it would not be the worst idea.
Let me know your opinion on this ^^
This is the kind of variation I would like to see tbh.
The problem that I have is the short term/long term worlds become way too predictable, especially for established users. Basically do a rinse and repeat method of starting up the company and progress with slight variations based on the market.
Problem with short term worlds, once you get over AS$1b in valuation to start experimenting and having the funds to do so. The game is already in it’s twilight hour.
Problem with mid/long term worlds is that after 6-months to 1-year the world is basically just a competition or scaling of a smaller group of players with almost no ability for new players to make a dent. This is something that fundamentally needs to be addressed.
Overall, the biggest time suck this game has is once you start ordering planes 10-20+ at a time, it takes ages to make flights for them. In Otto this last game, I could have expanded even more but I was bored with setting flights for 20 aircraft at the same time. I had somewhere in the 100-150 aircraft just sitting as a result. Because scheduling them is just too arduous for a company valued over AS$4b+.
There are other metrics as well, like I wish the post-reset stats include valuation, and other stats. Instead of looking at specifically PAX/Cargo transported. I also miss IPO’s. I am more in to the business side of the game, I usually set up my holding as a finance company and then buy and lease out to the airline side of things. I’d like to see more variation in the business end.
Like maybe being able to build hotels to get a increase to image. Frequent flyer miles. Just other things to do to focus on the business. The flight aspect has become boring for me tbh.
Definitely one of the core issues of the game (and a massive challenge for most online games, I guess): How to handicap large players without ruining the experience for them. The roadmap has a bunch of items that’ll hopefully help with that, but it’s a long-term process.
Maybe not building hotels - don’t think that’s too common for airlines - but I definitely want to expand past the core of operating and selling flights.