What is your suggestion?
With WOA’s visual overhaul bringing environmental realism to a whole new level, we propose introducing a comprehensive Personnel & Crew Operations System to transform game loop from simple aircraft purchasing to deep airline management.Instead of allowing instant, infinite fleet scheduling upon buying an aircraft, a flight can only be released if two independent human resource requirements are met: Qualified Flight Crew (Pilots) with specific Type Ratings, and a Proportional Cabin Crew tailored to aircraft size (Narrow-body vs. Wide-body).
How would it work in the game?
1. Dual-Track Pilot Recruitment & ProgressionReady Crew (Market Purchase): Hire direct Type-Rated captains/first officers from the global talent pool for instant deployment (High upfront W-Coin cost, Zero training delay).
Ab-Initio / Unrated Pilots (In-house Training): Recruit lower-cost unrated pilots and send them to Type Rating Training (Lower cost, but requires a 72-hour training period where the aircraft/crew remains grounded).
Flight Hour Accumulation & CCQ: Pilots accumulate flight hours through routine operations, unlocking Cross-Crew Qualification (CCQ) for family models (e.g., A330/A350 or B777/B787 dual ratings).
2. Differentiated Cabin Crew Allocation
Narrow-body Operations (e.g., A320 / B738): Requires a compact team (1 Purser + 3 Cabin Crew). Ideal for high-frequency, single-day return flights without overnight layovers.
Wide-body Operations (e.g., B787 / A350): Demands a full team (8–12+ members). Long-haul intercontinental routes trigger mandatory Rest Periods & Layover Costs (hotel/stipends at outstations).
3. 3-Way AOC Dispatch Release Loop
Before an aircraft pushes back, the Airline Operational Center (AOC) must achieve three green lights:
Maintenance: Pre-flight inspection completed.
Ground Handling: Physical fueling, catering, and baggage loading completed on stand.
Flight & Cabin Crew: Fully qualified Type-Rated pilots + complete cabin crew onboard within legal Flight Time Limitations (FTL).
Why is this a good idea?
Strategic Economy Balance: Introduces a meaningful Time vs. Capital trade-off (Recruit Ready Crew vs. Train Existing Crew), preventing instant fleet expansion spam.Operational Realism: Differentiates narrow-body and wide-body profitability. Wide-body jets offer massive passenger capacity but demand significant crew reserve bases, FTL management, and layover logistics.
Spatial Immersion: Integrates seamlessly with WOA’s 3D scenery—allowing visual representation of crew shifts (e.g., crew transport buses arriving at the stand, visible crew boarding).
Additional notes
We understand that changing in-game aircraft flight durations to real-world hours (e.g., 10-12h) would break WOA’s fast-paced airport gameplay. The Crew System solves this effortlessly through Time Decoupling:
Aircraft (Hardware): Remains on compressed time (e.g., 30-45 mins per intercontinental leg) to keep the 3D airport turnaround fun and active.
Crew (Personnel): Evaluated on Logical Flight Hours. A 40-minute in-game flight from PRG to PKX credits the pilot with 10 Logical Flight Hours in their logbook.
Upon landing, the pilot enters a mandatory rest cooldown based on those 10 logical hours. The aircraft is ready for its next quick turn, but requires a Standby Crew if the primary crew is resting. This introduces realistic AOC roster constraints without slowing down the physical game loop!
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