Luckily – the airport has a page on this just for the people in this forum ;)!
I’ve already seen this aha. But It’s basically which runway out of the two long ones would they use for landings ant taking off. I genuinly think that the northern runway 14/32 would be used for taking off as it has no taxiways going along side it. and Runway 16/34 be used for taking off.
I think it depends on if weather based runway swapping is enabled from the beginning (like CNN) or if it will come in the future (like we expect it to with HKG). If we don’t get METAR based changing runway directions I expect we’ll get Landing on 14 and Takeoffs on 28 and 16 as that seems to be the dominant operational pattern.
Maybe @Charlie can give some inside of my concern with A330 remodel.
My concern is that during the remodel with the A330 CEO remodel which engine variant is staying and which one is going for the player A330.
For example i only have the A330 GE engine variant not the RR,
Are they removing the GE?,
Are they removing the RR?
Are they going to remodel both of them?
Are they going to force players to get the RR if the GE gets removed? (Same but in reverse)
What will happen to the players who already got one of the 2 variants? Are they going to have to pay a higher price to get the other one, will they be compensated will they get the 330NEO free of charge.
There is a lot of what if’s and they do remove lets say the GE variant and force players to get the RR variant it could cause of players to get quite angry over this.
Can we have some info on this please?
The developers have not implemented any cross-runway takeoff-type features yet, so I’m unsure if 16 will be used for active runway status. But If the deveoplers do implement the runway changes due to weather. then that would be insanely good.
Charlie has said on here that correct ops will be followed including the crossing runway which hold a future SYD in good stead.
This actually isn’t entirely true. MSY does have crossing runway operations for takeoffs (with cargo planes, D+ aircraft, and some C pax using 11/ and most C pax aircraft using 02). Now the runways themselves don’t visually cross, but the flight paths are perpendicular and require the timing code to be there for crossing runway operations. While obviously the timings are different because of where these paths overlap, I think it’s well within what is already possible for the game.
(Map Credit: Geo)
I totally forgot about MSY layout. The developers would for sure then be able to do it. @Hirohitoswaifu I must have missed that then.
Following everything that’s happened here, I’m going to lock the thread for a few hours to let the dust settle, I’ve cleared everything up so hopefully we can refer back to the point of the topic once I decide to reopen the thread.
Thread will reopen later on.
Thread reopened.
Forgot a good LCY be good to have just for its uniqueness, though they want CAA to change its landing slope so they can have A320NEO.
Forgot a good one LCY be good to have just for its uniqueness, though they want CAA to change its landing slope so they can have A320NEO.
Yes Alicante, or my favourite Mahon in Menorca.
Surely if that’s how people wanna play the game then that’s up to them? I always have mix fleet though if I got A320CEO in premium pass then I sell it for A320NEO.
I think people flying the things they want to fly AND the game being improved so that more aircraft are relevant when strategizing how fleets are deployed (and the game rewarding you for implementation of said strategies) are not mutually exclusive things. Yes, we can fly the planes we want to at the airports we want to. Yes, the game could also benefit from an economic rework and more airports like SXM that encourage you to consider aspects of your fleet other than profit.
When you made enough money you buy whatever fleet you want just for the sake you want an aircraft on certain route. If you not making profit then you playing game wrong and it isn’t for you.
I think the only way to decrease the incentive to only buy the “best” planes in the current state of the game would be to have all planes within the same category (i.e. E PAX, D PAX, E CARGO etc.) earn the same amount of XP and SP on contract completion.
The only remaining factor would be that you earn more Wollars with certain plane models. For new players, I think it’s inevitable that they will first gravitate towards the best earning planes, since it allows them to build a fleet faster too.
But if all planes earn the same XP/SP rewards (within their category), once you start unlocking more plane models, and start new airports, you at least know that even though you might not earn wollars as fast, you’ll still level up your airport at a similar pace, even if you buy E190’s instead of A21NX’s
I feel like there may be a need to make the game a little bit harder so players can take the game slowly. Some people rush through the game, and then there are others who like the simplicity of the game.
I think your idea actually makes the problem worse. Right now the main reason to fly something like an A346 over a B747 or a B744 over B77LF is that on routes of the same distance these planes earn more XP (and in the latter pairing SP as well).
In real life, you don’t only send a singular plane type out like spam everywhere. There’s a reason that airlines use different planes for different jobs (some of it sourcing, but others are because the biggest option is sometimes overkill).
Here’s a few case studies that showcase the things I think WoA does well that should be replicated in more places. For all of this data below I’m using Geo’s profit spreadsheets.
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LEJ to ZRH – this route is extremely short range and also doesn’t have the demand to support an A21N / NY. This encourages the player to use a smaller plane that excels at short range (A20N for example).
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INN to ZRH has extremely low demand, so much so that even a BCS1 isn’t super profitable. The most profitable options because of this are the E195s for C aircraft, with the F100, other E190/290s, and A318 close behind it.
Now these are routes with less demand, and I’m putting those out here for a reason. The demand being low encourages us to vary our fleet. That’s good for strategy and makes these planes useful instead of vanity aircraft.
One more case study:
- SXM – because of this airport’s backtracking planes that are often considered the most profitable on a route (CRJXs, A21N/NYs, B744s, B789s, A35Ks/9s, etc) take quite a bit of time to vacate the runway due to the backtracking. This means that to keep the airport flowing, incorporating E175s for B routes, supplementing A21N/NYs with F100s on shorter routes, limiting your large planes to B753s in all but the longest distances, and using C130Js and C17s for cargo (due to no / shorter backtrack respectively), allows you to maximize your profit per runway-minute and keep the airport flowing as well as possible.
I know people often get frustrated with SXM and CNN due to backtracks, so this isn’t the only way to implement these limits. A few examples:
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High Elevation Airports – for example Jackson Hole, WY – often don’t receive stretched version of aircraft because of the combination of elevation and short runway distances.
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Approach vectors that require a plane to descend over terrain may mean the airport is unable to accept certain large size aircraft.
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Airports with short runways even if not at high elevation
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Airports without gates and handling infrastructure for large planes
I’m sure other reasons exist, but these are the ones that come to my head first.
These are the things that I want to see more of – player to player routes that demand smaller planes, and more player airports that have quirks that prevent the landing of larger planes. (And maybe, a bit of an economy tweak so that large F planes can’t be flown quite as universally as they are right now, or demand is more variable and not the same across all airports).
well to be fair there’s an advantage with player owned planes and some of us don’t use those so making the game harder wouldn’t really be beneficial to every player
