(01-29-2018, 11:53 AM)Tjoeker Wrote: Hmmm,
I think you're hitting a barrier there, where the AI will always do the same thing in every game.
This takes away the game aspect.
What happens if you start competing on a route? AI will never give up in your case.
Competing is a lost case then..
AI should be made smarter and make decisions based on the situation, not on the xml.
All in all, I don't even think we will need those aircraft lists in the future. They just buy the aircraft they need for the mission.
I believe all AIs should be given a few factors that define a certain play-style.
Using these factors the AI would operate as expected IRL, while not exactly mimicking the real world.
Those unexpected moves are what make a game, a game.
Well, perhaps we could do with a list of preferred airliners, but without dates or quantities?
I'm interested in others' thoughts on this as well.
And of course, we will have to see what Pjank thinks about this.
You are right.
I was thinking about this one too, just came up with the idea to see what would you guys say. It's true that the AI this way would become more than predictable.
Anyway, if there would be a "Realism" mode in the game, maybe it would add challenge to the player (this is only my opinion tho).
Obviously the AI should decide itself if it wants to create that route, if it's profitable, how many time sit wants to fly on that route, etc...
The problem here is the demand structure.
I think we already discussed it and the implementation of the new formula is on it's way, and I'm waiting for it to see, what is it capable of.
The thing is, that the pax fluctuation is still a big whoopsie in the game.
If you check any airport nowadays, the pax growth is around 10% yearly, and sometimes, for example for an event like 9/11 was, there is a drop of 20-30%.
I know maybe I'm overthinking this, but if there is a yearly increase for passengers, the airline may consider creating a new line for that route.
That way yes, the AI should have some liberty to decide.
So I came up with this comand:
- isprofitable="decide"
This is a simple comand added to ever entry.
If the AI calculates and thinks that the route in the list is profitable, it starts it.
If it's not, the AI simply skips that route and when the next re-evaluation starts (this should be ayearly cicle, you see what I meant with the pax growth?) the game may decide to start that route.
And for the airplanes...
I think ths way the game would not have to think twice what to buy. Obviously, as you said, there should be a "Free Roam" game too, where the airline decides by itself what airplanes to buy when and what route to open by pure randomness, but for the "Real Data" game I think the airplanes should be added with precision when to buy, replace and sell them.
This is what I came up with for now.