Archive for April, 2011

Easter Update

Friday, April 22nd, 2011

After a rather long period of silence it’s about time for a status update concerning current and future AirlineSim development.

Results from Hamburg: Easier access!

How many steps does it take to get an aircraft flying in AirlineSim? We’ve been asking ourselves this question on this years team meeting in Hamburg and after short counting the answer was: About 10! Even though these do not even include optional steps like browsing for the best starting airport or the optimal launch fleet they pose a major hurdle for beginners and make many of them quit the game before they have scheduled a single flight.

To tackle this issue and the resulting loss of new players we have agreed on a package of “immediate measures” to be implemented in the upcoming patch to 1.5.7. Their basic goal will be to automize as many steps as possible in between sign-up and first take-off. Beginners should not have to quit the game because they are overwhelmed by the interface but instead should have an easy start so they can investigate AirlineSim’s rich and detailed feature-set after they’ve got their basic enterprise up and running.

In practice it will look like this: Whenever an airline is founded, it has a default on-board service profile set up already that will be used for all flights. A maintenance provider is pre-selected and aircraft are equiped with a seating configuration on delivery/purchase. If no such configuration exists yet, AirlineSim will create a standard one. All auto-generated profiles can of course be deleted and replaced by own ones. Beyond this, staff management has been streamlined considerably – not only for beginners. Pilots are hired or trained automatically on assignment while the management of cabin crews has been completely automized and does not have to be handled manually at all anymore. Aircraft are ready to use right after purchase – having seating installed and crew assigned – and flights can be scheduled immediately. Further optimizations are planned but might not make it into the next release.

Before the pro-gamers among you get scared of loss of control, behold: All these comfort tools can be disabled in your custom settings and for existing accounts and companies they won’t be activated in the first place.

On our way to 1.6

Other than these immediate changes we have layed out the core goals for 1.6. What we are thinking about in detail will not be disclosed just yet. But one important fact should be announced already: According to current planning, 1.6 probably won’t be backwards compatible. For this reason we want to realize as many feature ideas and improvements in the lifespan of version 1.5. As with the broader 1.6-goals, these changes will adhere closely to the results of the survey we ran on out forums just a few weeks back and which generated some pretty clear results on what things about AirlineSim are most important to you. Consequently, we want to work on these areas as much as possible.

To put long things short, this sums up our current roadmap: AirlineSim has to become more accessible to new players, but it will also remain a specialized, complex and challenging business simulation.

As always we are neither able nor willing to answer the inevitable question for a realese date. The only thing for certain right now is the fact that quite a bit of Jet-A will get burned before 1.6 will hit the browsers. Another important piece of information: If 1.6 actually proves to be incompatible with previous versions, all 1.5 game worlds will remain in operation until community interest vanishes.

New game world and version 1.5.7. This and that.

As soon as development and testing of the new comfort tools as well as some performance improvements has been completed, we will patch all game worlds to 1.5.7. After these changes have proven themselves in production we would like to start a new international game world for which there is no launch date yet, of course. We also got a data patch in the pipeline but it won’t be completed before Easter.

Last but not least we’d like to point your attention to the upcoming community meet-up in Prague. If you want to be there on June 11th make sure to book your flights and hotels as soon as possible. Prices are rising by the day! As usual, the meet-up and its program can be discussed on our forums.

New approach to slot problem

Friday, April 1st, 2011

This of course was our contribution to April Fools Day ;-)

Tomorrow we will be holding our annual team meeting to discuss the further development of AirlineSim in its boadest sense. While preparing for this event, we addressed a somewhat smaller but nevertheless urgent issue: Lack of slots.

Every player knows the problem: After a game world is some weeks or even months old, free slots become scarce at most larger airports. This problem is fueled by the misuse of slots – for example by employing small props on trunk routes – or the intentional blocking of slots.

Unfortunately there is no simple solution to this issue. Every approach we have thought about so far has its own disadvantages. One-time or recurring payments for slots favor large airlines over small and young ones. Big airlines will always be able to afford their slots and thereby the occurence of the problem will only be postponed. A strict assignment based on size of aircraft and route is too rigid to allow for new or experimental airline concepts and as such does not provide a solution either. Implementing complex assignment rules from reality – like grandfather rights or similar mechanisms – would require a bloated and complicated interface and would – as most complex rules in a game do – cause several unwanted side-effects that cannot be anticipated in advance. The seemingly easiest solution – removing or softening the slot limits – could not find a majority among the team since it would effectively diminish one of AirlineSim’s most important features: The mere existence of actual resource limitiations. The idea of assigning slots for actual credits was short-lived and discarded for obvious reasons.

Following the success of the User Advisory Board we have therefore followed a totally different approach: If strict rules don’t suffice and when artificial intelligence won’t do, actual humans have to step in. As such, in the future slots will be granted by a so-called “slot manager” as soon as a certain treshold has been exceeded. This manager is elected by the airport’s local airlines for a fixed amount of time and he has to decide which flights will get approval and which won’t.

By means of this feature, the game is enriched by a completely new social and strategic aspect since from now on airports will differ in their “political attitude”. The players will keep their influence via the election and they will be able to decide whether they prefer a pro-corporation or a pro-start-up management. We will be able to judge whether this approach works as we envisioned it as soon as we have patched to version 1.5.7. This will be the patch to contain the changes. As long as no slot-manager is elected, slots are granted automatically every day while prefering airlines local to the airport or the airport’s country. To ensure a quick and smooth introduction we will provide “start managers” where desired. If you are interested in being one of these, please contact support and provide your airport and game world. If more than one application comes in for any given airport, the initial manager will be picked by lot.

We are looking forward to your feedback and are very excited about seeing this feature unfold within the game. Unfortunately, we are unable to provide a specific launch date for 1.5.7 as of yet.

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