There are upper-limits on the latter, for both practical and technical reasons, and the outcome is generally that agents 'move slower' than what you'd expect in real-life, relative to the game-clock. We've looked at adding some additional turnaround services but we have some concerns with the overall 'movement/scale' paradigm, and how much impact additional services might have on the overall game 'pacing' (ie how fast you can turn a flight around).ĭue to scale concerns, which aren't unique to SimAirport and are present in basically all simulation games, to varying degrees, either the clock has to move more slowly (tends to be a negative impact on 'pacing', too slow equals boring), or the agents (people/vehicles/etc) have to move faster. We've also had Luggage & Fuel services, both nearly since release in 2017. 'Arrival' passengers that are heading to an outbound 'connecting' flight is something that's been in for quite some time. This can be good or bad depending on how you like your tycoon games. Choosing vendors, contractors, and employees has more depth than SimAirport, and you have to schedule flights manually every day until you research the Auto Scheduler. You start out building a General Aviation airport, which is fun in the early game although I usually convert the stands to commercial aviation as soon as I build a terminal. But there are fewer options for building stuff inside the terminal. Airport CEO has a better early game and more to do outside the terminal - deicing, catering, and servicing (possibly only in the experimental branch?) and a more polished feel than SimAirport. There are no contracts to sign with vendors and all employees you hire are the same. The graphics, UI, and lack of music is less polished than Airport CEO. You can only serve commercial airlines - no General Aviation.
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