Realistically, they should start happy with the deal you currently have, but we were concerned that prices would be too easy to move up without much to offer if the negotiations always started from zero everything. before you started negotiating, the current deal was $1000 runway / $60 terminal / 0 facilities). The biggest issue is that airlines start off unhappy with the "current deal" they have (i.e. There are definitely ways we could improve all of this. You should be able to set it near to the maximum, potentially being able to add a small amount to the runway and terminal fees as you go. See if charging a single daily fee vs individual fees helps the atmosphere. The airline would much rather pay a single daily fee, or even runway fees, because the terminal fee adds up so quickly. What's probably happened is the total value of paying terminal fees ($60 for every single passenger) has reached beyond what the airline would pay with daily fees. There are two main methods of payment: runway + terminal fees, and daily fees. We wanted a system that encourages players to listen to what the airline wants, where value is beyond just a simple cash metric, and make the quality of the deal revolve around how willing you are to meet the airlines demands.ģ. We did this because if everything had a set value (in this case, 2 lounges = worth $60 terminal fees) then you would get more reasonable/consistent offers BUT it would become a simple shop rather than a negotiations simulator. What can help is to look at the initial deal the airline offers you, and work backwards from that rather than trying to create an entirely new deal from scratch. Every calculation is in relation to what the airline wants, rather than everything having set values. When you add or remove facilities, or increase or decrease the fees, its all in relation to their offer. If they don't want lounges, giving them a "discount" on runway fees to make them want lounges won't help.Ģ. Also, compared to the total number of facilities that you could offer (cafes, stores, gates, etc.) a couple of lounges is not a lot. Experiment with the sliders, and see which ones affect the atmosphere the most. Airlines sometimes don't care about certain facilities. Get ready for some game design depth: :Dġ. This means it is still somewhat of a gamble, but a fairly safe one.Hello, thanks for your feedback. However, crucially for this kind of release, the developers are involved and responsive to community concerns, often sending out daily upgrades. The major disadvantages of Sim Airport are currently down to its early access status: graphics are simple, bugs are numerous and the optimization is poor. The management and building is fun and intuitive, giving the player tools to imagine their own creations in real time, offering a sense of satisfaction for fans of strategy titles. While similar in style to classic management games like Theme Hospital and Roller-coaster Tycoon, Sim Airport includes elements of more a character-focused title like Rimworld. Create a fully functional airport including runways, departures and luggage handling to earn money and become a success. Sim Airport is an indie management game where players build and maintain their own airport. Softonic review Airport construction and management sim
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