New Game Features

I feel at any of airports we should 2 runways landing 2 for take off it would mean a lot of. Difference for the games I do not why you guys have not done that

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You mean at IAD? Most airports donā€™t have four runways. And on top of that the devs have stated that more runways at IAD is not being discussed right now.

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I donā€™t think the amount of runways is the problem.

To me it should I hope I do not make you guys mad there plenty of room there and more levels that 80 would be nice

ā€œHeritage Fieldā€ suggestion.

Introduction

The ā€œvintageā€ planes in the game (Concorde, Comet, ā€¦) set me thinking about a way to have another use of these plane models in the game, expanding game play experience and providing a new achievement / competition element.

I call it the ā€œHeritage Fieldā€, a (non-playable?) airport specifically set up to showcase (not play!) vintage airplanes in a museum-like environment. Here are some ideaā€™s and thoughts about this concept.

Location

The location can be a real life airport or a fictitious one and can be anywhere. It must be large enough to store a variety of airplanes.

Set up

The airport is not playable en can only receive airplanes send from playable airports of the same player. It should be designed like other airports (runway, tower, maintenance sheds etc. but with lots of room for parking the aircraft.

Acquiring aircraft

Vintage airplanes can be acquired by:

  • Sending ā€œusedā€ (designated as such) vintage aircraft from own airports.
  • Special events
  • (Challenge) Rewards
  • Buying with SPā€™s or GPā€™s at the Heritage Field

Payment for services and planes

Heritage Field gets money from:

  • Donations in the form of Wollars, SPā€™s or GPā€™s from playable airports.
  • Scrapping End Of Life airplanes at a fixed fee.

How should this made to work?

V24-1 mini sig

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Although I like the feature, I do find it pretty pointless to have a airport, museum or whatever it is to insert aircraft on, on top of that itā€™s a mobile game and would probably need a powerful device (maybe a PC) to make it work.

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Think it was mentioned before that it would require new graphics, new coding and a redesign of taxiing system. And would use more memory, causing other issues. Doubt it is very high on the backlog of the WoA devs.

Honestly the only airport I can imagine that would need all runways active at the same time is ATL

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ATL probably wonā€™t happen as we already have a big east coast airport, but having four runways might work, as there is a unique taxiing path for takeoff from 8L and 8R, and 9L and R could be used for landings, with hold shorts acting like takeoff clearances at single runway airports, land or cross runway. Then maybe cargo takeoffs and landings could happen on 10. Would be cool, but improbable.

If WoA would ever include Amsterdam it would be a nice candidate for more than two runways in use. Five runways available (depending on weather, rush hour, etc) and it could change within an hour as you can see on the images below.


Taxiing after landing would be worse than MCT or LHR :wink:

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Non-parallel runways would be much harder though, as each needs a completely different approach. And as came up with IAD, further away runways like 18R at AMS are hard, as there would have to be so much more custom modeled land between the runway and airport. It would most likely just be 18C and L being active if it was added.

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For ATL, Iā€™m not saying it will happen but I meant itā€™s the only airport that would require all runways used simultaneously.
On the other note, 10 is only used for landings if you wanna simulate the reality of the airports operations.

As for AMS, the devs have shown interest in building it in one of their livestreams. So Iā€™m keeping up hope as technology is advancing even for mobile games so Iā€™m hoping eventually it will be added.

Good to know for 10. And in my opinion on AMS, after ā€œthe airport between Europe and Asiaā€ and an airport in both Africa and South America, most likely SCL, maybe one or two airports will be added where there are gaps between playable airports, like natal between SCL and SXM. Then they might think about Europe again, and given the demand and dev opinions AMS would be next. I am not someone who can confirm anything, just personal opinion.

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Hello everyone, I would like to suggest a game mechanic.

(1.) Reports: Each airport in the game should have its own report

Monthly Report for XYZ Airport Month: [Month/Year]

  1. Executive Summary Total Revenue: $X,XXX,XXX Total Expenses: $X,XXX,XXX Net Profit: $XXX,XXX
  2. Revenues Landing and Takeoff Fees: $XXX,XXX Parking Fees: $XXX,XXX Commercial Space Rentals: $XXX,XXX Duty-Free Shops: $XX,XXX Restaurants and Cafes: $XX,XXX Hotels: $XX,XXX Car Rental Services: $XX,XXX VIP Lounges: $XX,XXX Parking Lots: $XX,XXX Other Revenues: $XX,XXX
  3. Expenses Salaries and Benefits: $XXX,XXX Maintenance and Repairs: $XX,XXX Utilities: $XX,XXX Security: $XX,XXX Marketing and Promotions: $XX,XXX Other Operational Expenses: $XX,XXX
  4. Operational Performance Number of Passengers: XXX,XXX Number of Flights: XX,XXX Flight Punctuality: Landings: XX% Takeoffs: XX% Cargo Capacity: XXX,XXX tons

(2.) Additional Income Sources: In my opinion, it would be interesting if the game had other ways to earn money besides handling the planes.

For example: with the airportā€™s facilities.

It could have ways to unlock:

Duty-Free Shops Restaurants and Cafes Hotels Parking Lots Car Rental Services VIP Lounges Vending Machines Currency Exchange Services Souvenir and Gift Shops

This way, players could generate income even when they are offline from the game.

(3.) Maintenance Hangar: It should be possible to share our hangars with other players, thereby reducing aircraft maintenance costs.

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in previos version of the game was more achievments and statistic in the game, it was more interesting in my opinion.
This GAME made big progress, it is my Best game.
But needed more statistics:

  • how many passengers transported
  • how many cargo transported
  • how many airplanes did you buy and use
  • how many connection did you open by continent for example(because no one open connection where is less or small profit)
  • missing medals or achievments
    I hope in future this kind of things will appear, because everything is POSSIBLE)
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It would be nice to have planes coming in say a couple of miles from the airport to land or take off using passenger view while the plane circles around till they reached the airport.

This feature was use in the PC version called Tokyo Big Wing Techno. They only release 1 English version of the game and the rest of the airports are in Japanese. The point is take a look at the game where planes land and take off, they give a nice window view. The game offers which runway you like to land or take off.

Any thoughts?
By the way, WOA has great potential and still listen to fans on feedback!!! :flight_departure::+1:

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You have issues with that though. The further you render in the planes, the more computing power it takes. On top of that, may airports maps are limited in their expanse, especially with the higher-detailed terrain and objects.

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Iā€™d love to see the incorporation of the underground tunnels at LHR as seen IRL. Itā€™s probably a difficult concept to design and code but I think it would add to the details and realism of this airport.

Iā€™ve just a couple examples but I know there are more tunnels at LHR than what I am showing.

Thanks!


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Yes I agree. Also these ones too that lead to outside the airport:


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Purchasing Used Aircraft Direct From Airlines

Was scrolling around on FR24 earlier and saw some aircraft operating for airlines that the livery did not match up with. My only guess is that this is a temporary measure to get the aircraft airborne during peak times and make revenue.

I propose that a market is added to the game for when we can lease or potentially buy old aircraft directly from the airline. This would mean that the basic design of the previous operator would be present but with the decals and branding hastily removed.

Three areas of this that I have thought:

  1. Transportation of the aircraft from the old operatorā€™s base.
  • cost more the further away the hub is (e.g. cost more to transport an aircraft from LHR-NGO than it would for MCT-NGO)
  1. Optional extras later on
  • livery and new configuration can be done later with an additional charge (e.g. TUI 737 has a standard layout of 189 seats all economy, cost x amount of ā‚© to change layout and seat numbers.)
  1. Leasing part

These aircraft being bought of airlines means three things:

  1. Cheaper to purchase
  2. More maintenance may be needed and cost for said maintenance will be greater
  3. If these aircraft that have been leased, if sent to a player 10% less rewards are granted and given to the airline, giving a more likelihood that they could sell aircraft to you at a cheaper price and give more benefits.

This was a thought that rushed into my head and it may not make sense, I have tried to explain it the best I can though.

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