

The one consequence to this is that the early-game will be too easy at the current price and cost level and fiddling with those details too much could make the mid-game too slow so rebalancing will be necessary. This could be paired with pressures to meet progressively more inane expectations of airlines - airline-specific gates, admiral's club, etc - and also various services such as becoming a hub or adding in customers or stuff like that which could help delay the necessity of dropping prices giving you multiple different paths to grow your airport. There are some disincentives to raising the prices but most of the late-game airlines don't care about your prices while most of your early-game airlines do.Īnd then I thought of other games such as Transport Tycoon which had deteriorating prices for goods as time went on, forcing you to continually evolve so you could move far more, far faster and couldn't just sit still, happy with your current income.Īs such, I'd like to propose the opposite concept: initial prices start high and as your airport becomes bigger, more established, and looking for more capacity, pressures increase to drop your prices. However, the campaign currently incentivizes raising your prices as you grow so you have the funds to grow. And when I run through all of this, I find myself with a weird conclusion: the pricing is backwards.Ĭosts go down as you build out the economies of scale and you compete for more services by lowering prices. I also noticed that the devs were concerned about the mid and end game being too easy and wanting to find solutions to that. Nothing else in the game has that kind of singular impact. My standard startup is to try and get pricing quickly before funds dry up and then quadruple passenger prices and double runway prices and doing that basically is the difference between spending 1 day or 1 month on 10X speed waiting for funds to pile up. They need to be at the gate before their needs trigger them to random actions.So I kinda mentioned it on a thread that quickly petered out the other day: Pricing feels off. Too often do I see people getting to the gate way too late, always 1 or 2 people that fall into this trap. We basically want passengers at the gates as soon as possible, if they stick around this area too long, they will go to toilet or do something else which will see them missing the flight. Again, no queues, if you need more desks, buy more. Place all your ticketing desks in a row 2 thick with the conveyor pointed towards each other, place an entire row at a time. Passengers will use them slightly on the way to their flight. Don't place seats too close to your gates, put the seats in long walk ways on the way to the gates. I started off on the XL map without the airport, instantly built the XL gate, had 500+ passengers on flights, and was able to handle 2 XL gates with 16 ticket desks, 10 kiosks, 7 security ID checks, and I think 5 or 6 baggage / metal detectors.Īlways have your security placed left to right with the metal detects green light facing to the right, you can barely see it but it's there.įor every gate, use toilets and have food vending machines just outside it with a rubbish bin. I tried this on a recent map I played, it worked perfectly. It's an absolute waste, just build more ticketing desks and hire more staff.
The breach penalty is simple: breach this contract and you'll pay this price In the side panel to the right, there is a tab called Terms, which covers what will breach the contract. Pricing > < Pricing2 >Terminal fees and runway fees replace the cost set in commercial prices. The next thing is, don't use queues on either ticketing desks or security. < Pricing >There are four options for adjusting prices.Aim for profitability by scaling up, but remember: more passengers, more. You don't need anything fancy, stick to cheap carriers and bump the price up. The starter airport helps get aircraft landing & cash flowing almost immediately. It's perfect.īuild absolutely nothing on the outer area of security, it is nothing but a waste of time.

Basically, all incoming passengers pass through the toilets on the way out of the building. The first is, start the map without the airport, build it yourself, you can generally build a better layout on much less cash.īuild toilets on the terminal exits. I have a number of things I am testing at the moment. Garbage and deliveries unknown placement. Pickup in the middle of the 2 lanes on the south road heading west.


Your security area moved to a point which is dead centre on the XL map.Ģ roads from the main road leading into the middle of the map and circling back.īaggage placed in the centre of the 2 roads.ĭrop off area in the middle of the 2 lanes on the north road heading east. Okay, this is similar to how I want to make my airport, but I have a few design modifications to your airport.
