05-19-2019, 02:32 PM
I don't exactly remember what the price is based on in v2.13.
We changed this in v2.14.
In v2.14, the price is purely based on distance (still using a complex formula).
The price is exactly what the passenger would want to pay for such a route, if the service is exactly what he expects.
Then it's up to the player to decide whether he wants to either increase frequency, price (or perhaps decrease in flight service). Or visa versa if the filling degree is too low.
If we'd show you exactly how a route would turn out, the game would be too easy I think?
After all, the real airlines don't have this data either. (only guessed data)
You do have the demand pages on the airports pages to give you an idea how certain routes would perform.
On the other hand, I like the idea of giving you some kind of calculator below this route creator.
Where you can select an airliner type, price and your guess on the filling degree. (perhaps with a little help from the game)
I'll add it to the task list.
We changed this in v2.14.
In v2.14, the price is purely based on distance (still using a complex formula).
The price is exactly what the passenger would want to pay for such a route, if the service is exactly what he expects.
Then it's up to the player to decide whether he wants to either increase frequency, price (or perhaps decrease in flight service). Or visa versa if the filling degree is too low.
If we'd show you exactly how a route would turn out, the game would be too easy I think?
After all, the real airlines don't have this data either. (only guessed data)
You do have the demand pages on the airports pages to give you an idea how certain routes would perform.
On the other hand, I like the idea of giving you some kind of calculator below this route creator.
Where you can select an airliner type, price and your guess on the filling degree. (perhaps with a little help from the game)
I'll add it to the task list.
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