So let’s take PRG as an example.
Last quoted passengers number for a year 17,804,900
Quoted movements number : 154777
So it works out at roughly 49,000 passengers a day (albeit there will be peaks and troughs for times of year) and 212 arrivals a day and around 115 per flight.
The issue I have with the game and why the profits are so high, is the 100% capacity on all flights, on most inter continental flights decent loads are anywhere around 85%, on commuter flights more like 60-70% due to the frequency.
Devs could easily fix this with adjusting the capacity on the aircraft as a start. While a 380 is rated for 853, nobody ever did it. EK went to 615 on their 2 class birds, but most are in the 450-550 range, so drop it down to that level and you have almost halved the total revenue.
Same goes for the other big birds. A 787 in the game holds 420. In real life the most I have seen are the DY 789’s at 344 and many are closer to 200 than 300. A 777 in the game holds 550, the new 779 will only hold a max of 426 (per Boeing)
So step 1 would be the align the passenger counts a bit closer to reality on the X and L’s (M’s and S’s are actually a lot closer to their real life counterparts), if anything the 320 for example could go up as the 321 can hold up to 240.
Step 2 could be to put a cap on daily passengers and you manage your fleet accordingly. So again for PRG you could cap it at 75,000 and go from there. The cool down timer will stop you from pushing all the passengers through the big destinations like now and the generics will take their piece of the pie, But you have to do step 1 before you do Step 2.
Step 3, could be to implement a slider for the passenger count for a particular flight. Fix the generics at 80% and then you manage the rest. So if you want your big guys to go out at 100%, fine but at some point you are going to either a)run out or b) have a bunch of flights going out that could lose money)
Step 4. I like what they did with the fuel now, and the maintenance, but they could apply other costs to departing flights. There’s landing charges, gate charges, security fees all manner of stuff that could be fixed per aircraft type that reduce the profit made on a particular flight.
All that said, this isn’t an airline management game, that’s only part of it, it’s an airport management game too, so we have to be careful not to push it too far in either direction, because I like the balance there is right now. With a few relative simple tweaks it could be ever better.