[Economy] - Airport Management Expansion (Development tree)

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:bullseye: What is your suggestion?
Introduce airport internal-level development to increase the level of strategic management gameplay.

:hammer_and_wrench: How would it work in the game?
For several years of playing “World of Airports” and really appreciating the game, I also noticed something missing from a gameplay perspective. We can develop airport infrastructure, e.g., stands and terminals, and increase the number of vehicles, etc. Therefore, some parts of the gameplay may not be clearly visible and have an extreme influence on gameplay, introducing more strategic interactions in the whole airport management system.

My suggestion is overall a mix of mechanics from “Airport CEO”, “World of Airports” early concepts and base RPG mechanic - Вevelopment points.

These points can be an addition to the Airport Progress bar (for Wollars rewards specifically, in order to give them more influence), where, besides upgrading our airport to an International level, we can also improve its infrastructure.

One of the main conditions for Development points is their limited number; thus, we can purchase certain upgrades, but not all possible ones, which will influence our gameplay style and personalise our experience and airport setup.

As depicted in the concept Picture 1 below, there can be 3 ways of internal airport development separated by purpose:

  • Improvements for World Airlines Contacts and Other Player arrivals

  • Improvements for our personal fleet

  • General Airport Improvements

The possibilities can be a one-time purchase or a gradual system, where we can improve the effect by a certain percentage, but that will cost more Development points.

Examples for all three categories are as follows:

“Improvements for World Airlines Contacts and Other Player arrivals”

  • Upgrade service vehicle (only 1 type at once, decreases service time for the corresponding vehicle)

  • Upgrade airport commercial infrastructure (e.g., by adding lounges, shops, and entertainment zones). Gradually increases contact income (1/3/5% or 2/4/6%)

  • Upgrade contact management (could be used for increasing XP or Silver planes income per particular stage of completed contract; also can be used to reduce the price of general contacts or reduce cooldown time)

“Improvements for our personal fleet”:

  • Manufacturer contract (decreases price of aircraft purchase (gradual 1/3/5% e.g.)

  • Improved maintenance (reduces the level of wear, also gradual)

  • New fuel contract (reduces the cost of fuel (gradually))

  • Improved on-board services (e.g., entertainment, seats, meals, etc.). Improves flight economy.

“General Airport Improvements”

  • ATC training (reduces the cost of ATC operations (gradual)

  • Rolling stock supplies (reduces the cost of airport vehicles (one-time operation))

  • Improved Contractors (minimises the price of Terminal building development (one-time operation))

Mentioned above, Development possibilities could cost different amounts of Development Points, accordingly to their effect level, which can be placed as rewards for airport progression, as depicted in Picture 2.

In addition, certain Developments may have only positive characteristics, but also a mix of positive and negative factors. There, we can earn more funds; however, we will lose more time on these earnings or vice versa.

:balance_scale: Why is this a good idea?
This feature will significantly expand gameplay possibilities and bring a whole new level of airport management, introducing a new way for players to adjust their gameplay style to their preferred view for each airport in the game, depending on their preferences for general contracts, own fleet development or improvements to airport features.

:camera_with_flash: Optional: Image or reference
Picture 1
(Created with use of AI for reference purpose)

Picture 2
(Adjusted with use of AI for reference purpose)