(CON'T)(4) Speaking of which, the cost to create those markets increases exponentially regardless of location. Suva shouldn't cost three times more than Sydney, likewise Dublin VS London or Kathmandu VS Hong Kong. Either make them constant or more achievable without the harsh grind required to raise the money. And it's beyond stupid that one must fly around or wait for markets to refresh for something to complete a quest. Forcing the player to carry whatever is required instead of having an inventory of goods at their disposal is ridiculous. (5) While the artwork is very nice, the characters are static. Change up the poses to reflect the story progression at the least. While you're at it, each city should look like what and where it is. Was the budget so thin to skip any semblance of accuracy?
(CON'T) (3) Commodities markets should reflect the regions, and genuine supply and demand. If there's a bunch of something available in one place it shouldn't be priced higher than where it's scarce. And anything purchased in those markets the Aviator is forced to build should be transferable to a player's inventory. You know, like any entrepreneur would.
Finished this game and have a few suggestions that hopefully AviatorCreator will consider. Spoiler alert: the story ends in Oceana with the protagonist getting to test a time machine created by his South American scientist friend. If only a time machine existed so the developer could go back and include a few modifications to the game:
(1) Any plane bought capable of flying between continents can do so. What on earth were you thinking by restricting something so obvious? (2) A player's hard-earned fortune continues to grow by developing each continent... NOT starting over. Otherwise, it's SIX games instead of one following a loose storyline, isn't it? I cannot imagine the grind to level $100 Million SIX TIMES.
Hi Bullethead. Thanks for the detailed feedback, I'll try to answer some of the questions you've asked. The reason for limiting travel to within a regions is because the design of the market ui allows for a maximum of 14 markets open. It's also why there aren't more than 14 cities in any one region.
The reason for starting over in each region is it's not much fun to blaze through a region with the biggest plane.
Great job guys, fun action game. Minor glitches aside it's really nicely done, but agree with Parranoia about restarts. If you've collected energy drinks, a simple method like keyed to R would be better. Maybe even automatically restart if you have them. Two spots where it almost comes to a stop are in the tunnel after mixed tricks, and same thing on the sloped roof after the train station. Still occasionally hanging up when ollied onto fences, too.
Have completed all 140 stars, but keep returning because it's such an elegant game and re-playing levels to confirm solutions is good mental exercise. Please release the final so I can rate this 5/5!! For those asking whether all solutions are unique: Not for necessarily to complete a level, but YES in cases of no crossed signals, and often for information left on target. To complete a level with limited signals (less than three, etc.) depending on the network, there are options.
In so many ways this is superior to the first game... but wouldn't it be fine if the first one had the lush artwork of this? I keep playing the first one just to kill the boss at the end.
@marfagames... you said earlier "Also you find rather lot repair kits and flight certs in the mystery benefactor boxes in the storage. You can even switch between different countries later, each with its own repair timer. But you can collect in all of them from flight certs and repair kits."
Really, you've collected ALL of your flight certs from Mr. Mysterioso? You must be really special, bet they've only appeared a handful of times for everyone else. Repair packs aren't common either. Usually it's cash, which is insignificant to gameplay.
Very happy you're playing for your own enjoyment but be honest, how many kreds have you used to advance?
The complaints regarding pay to play are spot on. The time element is another... a sim in real time is ridiculous.
You should be able to leave commodities purchased in a depot, or better yet, transferred to inventory for later use. Completed plenty of Prime Int'l deals by trading, but had to fly around finding enough goods, missing out on cargo and passenger hauls. About which, in the real world packages and fares are ALWAYS split up to keep the plane full. This is a sim, it shouldn't be restrictive because that's not how commerce works. Would also like to see more sense in the flight certs and fuel costs, which fluctuate wildly. Some locations require 8 or even 16 certs... waiting to acquire enough from Mr. Mysterioso isn't an option, you've gotta buy them. And that means spending real dollars.
If a player chooses to advance faster by spending real money, that's fine. But as others have said, make EVERYTHING available with in-game money, NOT having to buy kreds. I'm gonna continue 'till mine are all gone just for the hell of it, but then I'm done.
You might like to know how we calculate Flight Path costs.
Each time you buy a link between two cities it has both a dollar cost (based on distance) and a certificate cost. But how is the certificate cost calculated?
Before the link between city's A and B are created, we look at each of those city's and take the one with the most existing links to it.
If that city has one link, there is no flight cert cost.
If that city has two links, it costs 1 Flight cert.
If that city has three existing links, it costs 2 Flight certs.
4 existing links costs 4 Flight certs.
5 existing links costs 8 Flight certs.
6 existing links costs 16 Flight certs.
7 existing links costs 32 Flight certs.
... and so on.
The idea is to build a Flight path network that gives you good connectivity between cities - but doesn't have too many connections into any one city (that's when things become expensive).
So, shipped to Europe without my plane is one thing... but the fortune made in Africa goes away?!? Having to start fresh on every continent is a serious flaw.
After spending several hours and substantial kreds, this beta test is costing more than it's worth.
It would really be realistic if you could bribe officials for flight certificates in Africa. Just sayin'. ;^)
Jokes aside, play is much better and engaging... looking forward to the final version.
OK, finally grasped you can upgrade each location with workshop and market, very cool. But the waiting to fly thing is still annoying. Great potential, hopefully some aspects will be simplified to make playing more enjoyable.
Found the solution leaving info on lower target on 7-5, awarded star #137... also solved no crossed signals on 7-10 but for some reason it wasn't recognized. Can't wait 'til the final version of this game is released minus the small bugs. Even with, 10/10. Challenging yet relaxing and beautifully done.
If possible, a great feature would be if previous solutions were shown when revisiting a level. Terrific game, really enjoyed it though those last four stars are killing me. Two are avoiding crossed signals, two are leaving info on a target... help!!!
Hi Bullethead. Thanks for the detailed feedback, I'll try to answer some of the questions you've asked. The reason for limiting travel to within a regions is because the design of the market ui allows for a maximum of 14 markets open. It's also why there aren't more than 14 cities in any one region. The reason for starting over in each region is it's not much fun to blaze through a region with the biggest plane.