I love the game, but I’m losing interest in playing it because of an issue I think should be number 1 on the devs’ list of problems to solve - long landing times.
My intention here is not to have a complain fest, but start a structured conversation and provide/invite ideas. As you can tell from the below, I’ve given this one a lot of thought and so want to be part of the solution.
I mostly play in IAD so I’m drawing on my experience there for the numbers, but from what I can tell it’s an issue in other parts of the game.
The problem
Landing take much too long, which results in them being the only bottleneck once you reach a certain point in the game. ATC barely help as the maximum acceleration is 6%. As a result:
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It takes forever to clear a landing queue - if possible at all. Currently, an airport can only handle just under 60 landings per hour (assuming no takeoffs on the runway). In fact, depending on your contract count and mix you can end up in a situation where it is mathematically impossible to clear the landing queue because the planes return so fast (and the timer starts upon pushback vs. takeoff).
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You’re always staring at an empty airport. I’ve run the numbers and at IAD, you could theoretically handle about 500-600 planes per hour if you build out all the stalls (taking into consideration taxi, chock and handling times). But you can only land about 55 planes per hour. That means a fully built airport would be about 10% utilized! In fact, it’s very difficult to handle more than about a dozen planes at once unless you sandbag the handling somehow. There is actually no point building out more than about 15-20 stalls - out of 125!
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The game becomes too easy. Because landings are the bottleneck, nothing else matters and there is basically nothing left to manage. At IAD, I’ve never run out of handling crew for example, even by maxing out the crew on every flight.
All of this makes for an unsatisfying playing experience.
Why devs should fix this
I’ve seen some users mention that devs want it this way, because it increases playing time. That’s not the right way to think about it however:
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There is no point in spending in the game if landings are the bottleneck. This is true at several levels. First, if the gates aren’t utilized, there is no point in building more stalls, buying more equipment, or getting more handling crew. Second, if the planes aren’t going to be able to land (or will take forever doing so), there is no point in getting more planes and/or contracts. Third, if players knows that large airports are just going to be runway constrained, there isn’t much point in unlocking the top airports (LHR and SYD) because it’s going to lead to a similar unsatisfying experience. This game is monetized by people spending in the game, not necessarily by people spending more time playing it because there are no ads (thank God - I would instantly stop playing if there was).
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It turns people off the game. If the playing experience is unsatisfying, people will just get bored and stopped playing it. It’s not a quality experience.
Of course there are people that keep spending and playing despite this. But I can guarantee the game would be a lot more profitable if this was fixed.
The root cause
The issue is that handling times are much more accelerated vs. the real world than landing times (and taxiing times). These ratios need to be brought in sync to have a more realistic gaming experience.
I actually collected some data using Flightradar at IAD to compare the game to reality (because, you know, I was waiting for my planes to land).
Landing times
Landings are accelerated by about 1.5x in the game vs. real life.
Category | Real world time | Game time | Ratio |
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S | 00:01:29 | 0:01:03 | 1.4 |
M | 00:01:34 | 0:01:02 | 1.5 |
L | 00:02:07 | 0:01:11 | 1.8 |
Taxiing
Taxiing to the gate takes about 4-5 minutes in real life and about 2-3 minutes in the game. So the game is accelerated by about about 1.7-2.5x.
Handling
The game is accelerated by 7-8 times for M/L planes - and about 15 times for S planes!
I’m comparing here the time the planes actually spent at the gates in real life vs. the maximum “on time” handling time in the game.
Category | Real world time | Game time | Ratio |
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S | 01:26:00 | 00:05:45 | 14.9 |
M | 01:42:20 | 00:12:22 | 8.3 |
L | 02:05:00 | 00:18:36 | 6.7 |
Solutions
There are a variety of solutions, and some of them seem like very easy fixes. The first one in particular seems like a no-brainer.
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Move the landing clearance trigger earlier. Currently, the next plane is cleared to land when the preceding one crosses the runway holding line. A landing in the game takes about 60-65 sec. Of that, about 15 sec. are from clearance to touchdown, 15-20 sec. are touchdown to switching from “arrival” to “taxi” status, 10-15 sec. are taxi to exiting the runway, then about 10-15 seconds are from exit to clearing the line. Just move the trigger for clearance to when the plane goes from “arrival” to “taxi” and now landings would take 30-35 seconds - you’ve now doubled capacity! And since the approach and taxi on runway phases take about as long, you won’t actually have two planes on the runway at the same time (or for only a very short time that most people won’t notice/care about). This seems like it would be super easy to implement.
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Make the landing sequence faster/shorter. Obvious one, but I appreciate it’s harder to do while keeping things looking smooth. A solution would be to cut the approach to touchdown time to about 5 seconds (plane appears later) and speed up the taxing on runway so that this also takes about 5 seconds. If you implement that with the above, landings now take 20-25 seconds and you’ve nearly tripled capacity vs. today.
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Allow landings on multiple runways. Another obvious one that has been discussed before. Appreciate that’s harder to do and doesn’t solve the issue in most airports in the game.
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Allow ATC to land planes when out of the game. The clock keeps ticking even after we exit the game. Planes could keep landing during that time, so that when we pick up the game again at least we have more planes ready to handle and fewer ready to land.
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Make roundtrip clock start upon takeoff vs. pushback. This has been discussed before and is just common sense, but it would also help with this issue as planes wouldn’t start re-entering the landing queue so quickly after handling. So you could actually clear the queue.
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Slow down handling times. This one is going to be a bit controversial because it’s going to slow down the actual game. But if you’re looking for large airports to actually be utilized this has to be done to some extent. I think it would be hard for a runway to handle more than about 4 planes/minute without it looking very wonky. That means 240 planes/hour capacity. IAD has 4 runways so if you activated several of them you could eliminate the landing bottleneck since you’d exceed the 500-600 planes/hour ground handling capacity. But the other airports only have 2 runways usable at once, so you’d be at max 480 planes/hr. (assuming no takeoffs at all). You’d still have under-utilized airports - LHR can do up to 1,100-1,200/hour. The good thing is I don’t think you need to lengthen handling times that much for the game to be more in sync. Say you got landings down to about 3 aircraft/minute/runway as per the above and implemented multiple runways. Something like the numbers below would give you a much more balanced airport. Really you’d be slowing down the S planes the most, which might impact fun early on in the game, but you can address that by giving players more contracts to start with. The fact that you can handle an S in like 5 minutes today is ridiculous anyway.
Category | Time/aircraft today | Suggested time/aircraft |
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Landing | 00:01:05 | 00:00:19 |
Handling - S | 00:09:45 | 00:15:38 |
Handling - M | 00:16:22 | 00:18:36 |
Handling - L | 00:22:36 | 00:22:44 |