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翻訳の問題を報告
That is weird, as long as I unlock at most 5 countries, I can pass the step and the game let's me through the next one, as supposed.
Now consider the case when you have six countries. Routes can now be much longer, so passengers stay in the air longer and thus take more capacity from you, but they still pay the same per trip. Local trips dry up, and nearly every customer is going for longer and longer trips. This effectively dries up your rate of return as you add additional countries (and longer and longer paths for customers to take).
That's a design flaw, but one that could be solved a number of ways.
It might be ticket price * 0.95^number_of_unlocked_countries. So you are required to unlock countries with many people living in and wealthy countries first. I can't say that I'm fan of ladder mode. It gets boring fast. I'd rather decide for myself how far I push before resetting instead of doing that incremental thing with minor bonuses.
I got enough money to complete a level 22 ladder run, and then purchased and connected different numbers of territories and recorded my income and change in passengers for about 2 minutes at each level (or as long as I could get before hitting an event that would mess up the numbers).
# Territories $/second $/passenger
2________110_____0.636
3________92______0.504
4________88.7_____0.39
7 ________35.5____0.204
14________14.58___0.061
20________7.76____0.03
At 7 countries you get less than 1/3 of the $/passenger as you do at 2 countries. At 20 countries it's less than 1/20 . It has nothing to do with strategy or the length of the routes getting longer etc. There appears to be a built in multiplier function based on # of countries currently unlocked, and it's absurdly brutal.
A key aspect of my strategy is always to focus on increasing flight speed, the price of flight tickets, and starting capital. These factors play a crucial role. It's noteworthy that in Canada, I was able to achieve my goals within 10-15 minutes at Level 75.
Furthermore, I found it advantageous to refrain from building hubs and instead develop snake-line routes to maximize efficiency. An example of this is planning shuttle routes in the USA, flying from east to west and back. This allowed me to successfully establish routes: Washington-Los Angeles-Atlanta-Seattle-xxx-xxx.
It's..... not ideal or what i thought this mode would be. Also i note that most of my routes, even if they are full, are not making money at all.
No, that's not how it works. The fee for a trip is dependant of the last leg of the trip, it's not a fixed amount. That's odd, but that means it's better to avoid short local routes, even if (or especially as) a lot of traffic is local. That way, passengers will pay long haul fees rather than short ones for their local trips.
i.e. It's better to do a Kyiv-London-Kharkiv route than a direct Kyiv-Kharkiv for your incomes, using those distant hubs is the way players use to reach top of the leaderboards.