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Idea for V3

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#1
Canadian

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Forgive me if this has been brought up...

I've been pondering the idea of option rights when purchasing aircraft. If you pay a fraction of the a/c cost, you get option rights to a particular aircraft type, and to convert them into firm orders, simply pay the difference and you don't lose your place in line.

The problem would be the big airlines would order a lot of aircraft and get tons of option rights too.

Solution: Limit the number of options available, and maybe the options are only valid for an AE month or two...

What do you guys think?

Again, please forgive me if this has been brought up or discussed before, I couldn't find anything in my search.

#2
bkn42

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I think that while it would be nice and more realisitic, I think programming time needs to be spent more on the calculation and costs of flights (i.e. load factor bug), rather than on aircraft orders.

#3
AeroLinear

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heh, well it's a good thing what you think doesn't matter, because I think the aircraft ordering is more annoying than lf bug.

edit: not that what i think matters either :P
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#4
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Well, I guess only time will tell... :P

But I don't think its a bad idea as long as its limited so the big airlines with all the money don't abuse it...

#5
WingsOTWorld

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Not a bad idea at all...but i do agree...LF bugs first. Then this.
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#6
miller22 (inactive)

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I'm currently working on the LF bug, which really means a total rewrite of much of the revenue generation segments of the game. What it looks like is going to happen is that we're going to release the new LF equation in a beta testing of the game. There's really no way to see how its going to react to different situations without beta, and there's going to be inevitible tweaking that needs to be done.

The new LF algorithms have opened the possibility of at least simulating the ability to fit your aircraft with different classes. Its going to require a rewrite of the aircraft purchasing and revenue scripts, so won't be included in the near-term beta, but at least its on the drawing board; Most likely for v3. Don't get all excited just yet, though. It is a simulation of a simulation, which makes it two degrees seperated from reality, and there will be some issues, assuming that is, that it works. I haven't even brought it up to torque yet, and he's the expert on if and how it can be done.

The good news is that there IS a working version of the new LF algorithm. The bad news is that the rest of the game needs to be written around it, and the constants and variables will still need to be tweaked. Regardless, it is now my #1 priority.

#7
Maestro69

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Great news indeed on that front. Thanks Miller for that update.

Nice to see that a new LF algorithm and that its the basis for everything else. I, for one, wish not to have it rushed into V3, but fully tested out and make sure that it work fully in any type of situation, thus fulfulling everyone's dream of a stable LF.

:P

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#8
AeroLinear

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i'll echo what maestro says
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#9
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I second that. :P

#10
StephenM

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Nice to hear, but obviously it will take considerable time to have the finished product ready for use.

Ah well! :P
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#11
AeroLinear

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Aye, but coming from the same kind of situation at work, I can tell you that a finished product is going to be exponentially better than something near-production. Even just polishing off the nonessentials can add loads of value to a product on the user-end.
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#12
travelhouse

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I'm currently working on the LF bug, which really means a total rewrite of much of the revenue generation segments of the game. What it looks like is going to happen is that we're going to release the new LF equation in a beta testing of the game. There's really no way to see how its going to react to different situations without beta, and there's going to be inevitible tweaking that needs to be done.

The new LF algorithms have opened the possibility of at least simulating the ability to fit your aircraft with different classes. Its going to require a rewrite of the aircraft purchasing and revenue scripts, so won't be included in the near-term beta, but at least its on the drawing board; Most likely for v3. Don't get all excited just yet, though. It is a simulation of a simulation, which makes it two degrees seperated from reality, and there will be some issues, assuming that is, that it works. I haven't even brought it up to torque yet, and he's the expert on if and how it can be done.

The good news is that there IS a working version of the new LF algorithm. The bad news is that the rest of the game needs to be written around it, and the constants and variables will still need to be tweaked. Regardless, it is now my #1 priority.


Now, this is called Progress (With a Capital P) thanks Miller :shappy:

#13
VC-10

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Cool! Will we be able to configure the planes individually, or will each plane have a set capacity?
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#14
drv4truk

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Now, this is called Progress (With a Capital P) thanks Miller :shappy:


:P Yes it is. It's also nice to hear from Miller once in a while.
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#15
WingsOTWorld

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Always a pleasure to hear from the elusive Miller...esp when its good news.
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#16
miller22 (inactive)

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The implementation is moving forward a bit quicker than I originally anticipated. I had to make some changes to adapt it to the format of the pages, but in several instances it really was "plug and play." Once we're happy with it we'll run a very limited beta with a few people to tweak the numbers. I don't know how long that will take, but it may take a few weeks just to make sure its exposed to all sorts of different scenarios, including a large airline scenario.

Here's some things that it changes:

-It seperates O&D passengers from connecting passengers. Connecting passengers are added after O&D passengers, and only half of their ticket price is attributed to the flight (the thinking is that the other half will be attributed to the other flight. As it stands, connecting passengers pay full fare for both flights they fly on. No more.)

-You can change the price all you want, and the loadfactor always goes back to the correct value dependent upon the different factors. NO MORE LF BUG!!!

-You gain a bonus if you're the only airline on a route.

-Turboprops take a small load factor penalty.

-It opens the ability to add multiple classes of service. Not yet implemented, but shouldn't be too difficult. Look for this in the future.

I'm very pleased with how its turned out so far, even though there will need to be tweaking done. If my optimism proves true, this could very much improve Airline Empires' realism.

#17
Timsher

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Sounds great!
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#18
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w00t!!

Either way, how much is said penalty on props?
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#19
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Sounds great, Miller!

By the way, who is going to be picked for the limited beta?

*wink wink, nudge nudge* :P :P :cool:

#20
Maestro69

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Sounds great, Miller!

By the way, who is going to be picked for the limited beta?

*wink wink, nudge nudge* :) :D :cool:


Thanks Miller for that update. Greatly appreciated and nice to see things falling into place. AE v3, from what i read, will be great and another level for everyone to enjoy.

and aircanada, how about stop trying to suck up? :mad: No need to already start claiming a place when the beta hasnt even started...

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