![]() On the other hand there's the "Airline Detail View" - the window showing all the information about an airline. On the one hand the "quick scenario" UI did not fit at all - while not used a lot on the SteamDeck it is very annoying to fail. The major issue was UIs just not fitting on the Screen, specifically two. Really, it's something we pride ourselves on (and that's not to say we're perfect at it!), and is something that I suspect sets us apart & is a reason why many people really enjoy the game - and, in some ways at least, it's a concrete example of working to prioritize "fun gameplay" over realism, which is definitely our intent & goal when making implementation/game-design decisions.Steam Deck UIFirst of all we took a look at the problems making it hard or impossible to play SimAirport on SteamDeck. ![]() That's not to say we can't do more turnaround services, it's just a balance and it requires a bit more concerted thought than simply dropping in additional services - for example, if it ends up meaning you're forced into having lower overall airport throughput as a result of the added services then it's very likely going to end up having a negative impact on overall experience.Īnyways, again that's not to say we're ruling it out - just want to give you an idea of the reasons & the amount of thought/foresight that some of this stuff requires. 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. SimAirport has a better late game more things to build inside the terminal - decorations, offices and conference rooms for airline reps, vending machines, ad displays, etc.They do have their strengths and weaknesses: They are both in Early Access and their developers are working at about an equal pace, so I can't really answer which is better.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |