[Other] - End‑game Contract Evolution + Fleet Rotation + Crew Fatigue System

:bullseye: What is your suggestion?
Propose a mature route system after contracts reach level 10, including aircraft unbinding, fleet swapping, multi‑aircraft rotation, and crew fatigue mechanics, fully simulating real‑world airline long‑haul operation rules.

1. Level 1‑9 contracts are bound to a single aircraft (new‑route familiarization phase)

​2. Level 10 contracts can unbind from the aircraft, turning into permanent high‑yield route rights

​3. Allow eligible aircraft to rotate on the same mature intercontinental route

​4. Add crew fatigue system only for unbound level‑10 intercontinental routes

​5. Realistic aircraft swap rules: same‑type idle aircraft first, then same‑class widebody substitution with passenger seat‑mapping penalties

​6. Gate allocation logic: departures use jet bridges, arrivals use remote stands; tow aircraft from remote stands to gates if needed

**:hammer_and_wrench: How would it work in the game?1.**Level‑10 Unbind Mechanic: After maxing a contract, players choose to keep aircraft binding or unbind it for global fleet scheduling.

​2. Aircraft Swap Logic: Prioritize same‑type idle aircraft for substitution; different‑type widebody swaps trigger small passenger satisfaction penalties.

​3. Crew Fatigue Rule: 1 intercontinental round trip = 100% fatigue; full 24‑hour ground rest for reset; >80% fatigue blocks departure, 50‑80% fatigue raises delay risk.

​4. Gate & Tow Rules: Enforce jet‑bridge priority for international departures, remote stands for arrivals; support aircraft towing repositioning.

​5. Multi‑aircraft Rotation: Multiple widebodies can rotate on one level‑10 intercontinental route (realistic single‑aircraft one‑round‑trip‑per‑day limit).

:balance_scale: Why is this a good idea?

1.Fixes the current level‑10 dead‑end loop, greatly enriching end‑game gameplay depth

​2. Strictly follows real‑world airline operational rules, significantly boosting realism

​3. Integrates gate allocation, aircraft towing, swapping, and fatigue systems into a complete operational loop

​4. Encourages players to build reserve fleets and conduct rational long‑haul scheduling, enhancing strategic gameplay

​5. No extra complexity for early‑game content, only activating after route maturity

:camera_with_flash: Optional: Image or reference
This design is fully based on real‑world intercontinental airline SOPs.(Future ground systems and demand systems)