[size="3"][font="Calibri"]Background of my suggestion[/font][/size]
[font="Calibri"][size="3"]I noticed a few players suggesting re-set game worlds after a period of time, and some others constantly asking if new game world will be introduced. This all because that under current setup of the game, on each game world relatively small number of early players will enjoy and then occupy “limited resources” in that game world, most importantly time slots in busy airports, second hand aircrafts (especially cargo versions). This early coming advantage make the game much more enjoyable for those early players then for the newly join players.[/size][/font]
[font="Calibri"][size="3"]I knew that the aspect of limited “resources” are also a reflection of the real world, and also like this design in the AS game so to make the competition harder. However, just as most players, I want to enjoy the challenge of the game but don’t want to end up in mission impossible.[/size][/font]
[font="Calibri"][size="3"]For example I run a cargo airline in Stapleton two months after the server being launched. I found that most profitable 20-30 years old second hand cargo aircrafts has been bought by the top cargo airlines established when the game world being launch. These aircrafts are much better than those left in the open market, and also better than leased aircrafts in the senses of obtaining loans. During the time I can earn enough money to buy a B737, the top airliners can buy a whole fleet of B747s, B757s, MD11s, etc, and then come back to buy out all remaining B737s, which force new players to change the plan for fleet setup.[/size][/font]
[font="Calibri"][size="3"]Secondly, early players’ rapid expansions of fleet help them to occupy limited slots in larger airports, making it much harder for follower to establish their own network which has a fit timing and also make better use of the aircrafts.[/size][/font]
[font="Calibri"][size="3"]In addition, the larger those airline becomes, the more capacity of the server being used, also make the calculation become slow and unstable.[/size][/font]
[size="3"][font="Calibri"]Suggestion[/font][/size]
[font="Calibri"][size="3"]Instead of re-set the game world, which remove the attractive long lasting feature of the game. I would like to suggest using the game credits to put on a constraint on expansion.[/size][/font]
[font="Calibri"][size="3"]Currently AS chare 4 credits per holding per day means that never mind how big a holding becomes, it cost the player the same as new players who struggles to expend or even survive in the game world.[/size][/font]
[font="Calibri"][size="3"]My suggestion is to change the rule to 2 credits per holding per day for the first 10 aircrafts in the holding, then 1 additional credit being charged for each 10 aircrafts beyond.[/size][/font]
[font="Calibri"][size="3"]In this case, if most players’ airline eventually grow to 30-40 aircrafts, it will still cost 4 credits per day, and a size which is not too small but far not enough to creat monopoly. Players still have the option to pay more and expand larger as they wish, but in this way they contribute more to the game if they want to be the top size airlines. If they not choose to grow in fleet numbers, early players can still transform their airlines into long haul carrier by replacing smaller aircrafts to larger ones and drop out from domestic or regional routes. In this case, some limited resources will being release again to the public and can be used by new players.[/size][/font]