Posts: 2,539
Threads: 102
Joined: Jun 2017
Reputation:
23
Language: EN, NL, FR, DE
Location: Belgium
I have been toying with the idea of ordering before purchase, but it would require a manufacturer development.
I've been thinking about doing it the way Rollercoaster Tycoon 1/2 did it:
First the manufacturer announces a new development, without any details.
Then they announce the airliner mission, and some details. Also a rough estimate on the release date.
Then full details and a more precise release date.
Then the release
At step 3 you should be able to order I think.
Posts: 22
Threads: 6
Joined: Sep 2018
Reputation:
0
Sounds like a good idea
I have yet another suggestion, a very far out one (probably not until version 20 or something), dynamic aircraft manufacturing lines (DAML). For example in the early 70s the Dassault Mercure failed spectacularly, with production ending in 1975 with a measly 12 built. However lets say we have a TAP game in 1974, suddenly Air France decides to order 70 Mercures, which might save the program. If Air France really ordered 70 Mercures the production would probably continue to the early 80s, but in TAP production would still end in 1975. So my idea is to (in the long run) add DAML to TAP
Holy Heck that was long
Posts: 2,539
Threads: 102
Joined: Jun 2017
Reputation:
23
Language: EN, NL, FR, DE
Location: Belgium
It has been suggested some time ago, and we approved the idea.
But it's for the far future indeed.
Keep 'em coming, them good ideas.
Posts: 22
Threads: 6
Joined: Sep 2018
Reputation:
0
I'm pretty sure this idea was already posted, but i am gonna post it anyway.
I was playing around with the old version, and while looking through the data folder i found that for Airbus planes there were different engine types, and also engine manufacturers.
The idea would be to have engine manufacturers and engine types on the different planes. The engine types could change the plane's performance for the better or the worse.
The proporties that could change the plane would be:
The plane's speed
The fuel consumption
The takeoff run
The range
And possibly more. For reference the engines could have other data like thrust (kN or lbf), the overall pressure ratio, the bypass ratio and the thrust to weight ratio.
The idea could add variety to the planes.
And thats it
Posts: 2,539
Threads: 102
Joined: Jun 2017
Reputation:
23
Language: EN, NL, FR, DE
Location: Belgium
I don't know how it was implemented in the previous version (I do know it was there), but I assume that would require us to gather a lot of new information.
It would also mean we'd need some knowledge on the physics to do anything meaningful with it, and it would make it tougher to balance the game..
All in all I don't know if it's worth it?
If we're doing it, it'll be close to the beta phase I think.
Since it doesn't add truly game changing mechanics.
Posts: 22
Threads: 6
Joined: Sep 2018
Reputation:
0
I have another idea inbound for landing
But first i have an airline, Helios Airways, A low cost and charter airline from Cyprus, the airline was shut down in 2006 after the crash of Flight 522 which killed more than 100 people.
Here is the code for the airline:
Code: <airline>
<profile name="Helios Airways" iata="ZU" color="Blue" country="154" CEO="Bryan Field" mentality="Aggressive" market="Regional" preferedairport="LCA">
<narrative narrative="Helios Airways was a low-cost Cypriot airline operating scheduled and charter flights between Cyprus and many European and African destinations.
It had its corporate headquarters on the grounds of Larnaca International Airport in Larnaca. Its main base was Larnaca International Airport. Flights ceased on
6 November 2006 because the company's aircraft were detained and its bank accounts frozen by the Government of Cyprus." />
</profile>
<info real="True" from="1998" to="2006" />
<prefereds aircrafts="Boeing 737-300,Boeing 737-400,Boeing 737-800"></prefereds>
</airline>
The description was taken straight from Wikipedia.
Posts: 2,539
Threads: 102
Joined: Jun 2017
Reputation:
23
Language: EN, NL, FR, DE
Location: Belgium
I'll add it to the game. thanks.
Posts: 22
Threads: 6
Joined: Sep 2018
Reputation:
0
My idea has landed... or should i say crashed. Because thats what my idea is all about, plane crashes! This should be a very rare, but extremely serious event, which ranges from quite common emergency landings and bird strikes (~1 per month, per plane, if in use 12 hours per day (just guesstimating the odds)), to massive disasters worthy of a double special Mayday episode, with 1000+ people killed (once per 20-40 years). These would, depending on the seriousness, significantly decrease your reputation. Structural failure should be more common in older planes, while mid-air collisions should be more common at smaller airports. The plane crashes could be as follows:
Pilot error
ATC Error
Hijacking
Shootdowns
Bird strikes (not very likely to cause fatalities)
Fuel exhaustion (it could be because of anything really)
Mid-air collision (potentially bringing down 2 aircraft)
Engine failure (flameouts, contained and uncontained)
Fire
Bombs
Structural failure
And even aircraft that goes missing.
And thats pretty much it.
Posts: 2,539
Threads: 102
Joined: Jun 2017
Reputation:
23
Language: EN, NL, FR, DE
Location: Belgium
We'll implement crashes somewhere in the future as an option.
I'm taking note of your ideas for the possible causes.
I'm afraid shoot downs will be impossible to implement since we cannot check what countries an airliner crosses and there is no way for the user to set an alternative route.
|