Airline Mogul Forum

Airline Mogul => General Chat => Topic started by: StephenM on January 23, 2008, 10:50:32 am

Title: Multiworlds FAQ
Post by: StephenM on January 23, 2008, 10:50:32 am
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1.Do I have to register again for that world?

You have to register an airline for each world.

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2.Is the another world still free of charge to play?

The way the system will work, is that you can always join a main world after a round has finished. You wont be able to join any other world without getting more credits.

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3.Is the web address still the same?

Yes

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4.Are airlines allowed to move between worlds?

No

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5.When will be the release date of the muti-worlds?

Not fully decided.

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6.When will I be able to register(if needed) for the muti-worlds?

Re-Registration should not be needed. We already prevented this at the last reset. (Stage 1 of Multiworlds)

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7.How many worlds are we allowed to be in?

It will depend on your number of tokens and the number of public worlds. In theory you could be in all public worlds, but depends on the amount of tokens you have.
Title: Multiworlds FAQ
Post by: blue25 on January 23, 2008, 11:24:24 am
You spelt amount "ammount"  :lol:
Sorry, I like correcting this stuff. Thanks for posting this bit of info. :wink:
Title: Multiworlds FAQ
Post by: SeaBlue Pacific Air on January 23, 2008, 11:46:23 am
how do you get tokens?
Title: Multiworlds FAQ
Post by: iranair777 on January 23, 2008, 11:47:16 am
Quote from: "SeaBlue Pacific Air"
how do you get tokens?


good old real world money
Title: Multiworlds FAQ
Post by: nwadeltaboy on January 23, 2008, 11:55:25 am
and i think you get them from doing really well in other worlds, right?
Title: Multiworlds FAQ
Post by: blue25 on January 23, 2008, 11:57:29 am
Quote from: "nwaboy"
and i think you get them from doing really well in other worlds, right?

Yep, great idea. If your value+DOP is > €750,000 combined, we should get at least 2 tokens :wink:
Title: Multiworlds FAQ
Post by: StephenM on January 23, 2008, 01:49:51 pm
Haha, we are putting together ways of getting tokens for winning rounds etc. Tokens will be automatically generated so that you will always be able to join a game. (As in you can always play AM and never pay a cent/penny)
Title: Re: Multiworlds FAQ
Post by: pseudoswede on January 23, 2008, 02:11:16 pm
Quote from: "pseudoswede"

8. Will there be a list of public worlds that you can select from when you initially sign-in? This pertains more towards people in alliances that want to stay in the same world.
Title: Multiworlds FAQ
Post by: StephenM on January 23, 2008, 02:26:31 pm
Yes, on login you will be directed to a page which lists all public worlds and those you can join.
Title: Multiworlds FAQ
Post by: Vamerica on January 23, 2008, 02:31:37 pm
this is cool
Title: Multiworlds FAQ
Post by: waerth on January 23, 2008, 04:16:26 pm
Quote from: "StephenM"
Haha, we are putting together ways of getting tokens for winning rounds etc. Tokens will be automatically generated so that you will always be able to join a game. (As in you can always play AM and never pay a cent/penny)


How about for adding airports?  :wink:

Waerth
Title: Multiworlds FAQ
Post by: sparkmaster on January 23, 2008, 07:15:21 pm
Won't letting everyone join every public world just lead to what we have now, multiplied by however many public worlds there are?
Title: Multiworlds FAQ
Post by: pseudoswede on January 23, 2008, 07:22:14 pm
Quote from: "sparkmaster"
Won't letting everyone join every public world just lead to what we have now, multiplied by however many public worlds there are?

Trying to manage multiple airlines would be incredibly difficult. Only very few people would do it.

But, yes, limiting the number of airlines one can have would be nice.
Title: Multiworlds FAQ
Post by: StephenM on January 23, 2008, 08:09:44 pm
Quote from: "sparkmaster"
Won't letting everyone join every public world just lead to what we have now, multiplied by however many public worlds there are?


There will be a cap on the maximum number of users per world. We are trying to devise an automated approach so that when the game reaches saturation it will create a new world.
Title: Multiworlds FAQ
Post by: pseudoswede on January 24, 2008, 04:34:19 am
Quote from: "StephenM"
There will be a cap on the maximum number of users per world. We are trying to devise an automated approach so that when the game reaches saturation it will create a new world.


Here's a hypothetical situation...

Say you set it at 700 players.

And 700 players join.

Player 701 joins, and is sent to a new world.

No one else joins for a week.

Suggestion: Set it so that when one world is full, another one is created, but it won't start until there are at least 300 (400?) players. Once it reaches that number, a customary e-mail goes out saying the world is ready, and the 24 hour prep time begins.

Of course, what happens if that magic number is not reached for X days, or ever?
Title: Multiworlds FAQ
Post by: Air Elbonia on January 24, 2008, 05:39:39 am
Quote from: "pseudoswede"
Quote from: "StephenM"
There will be a cap on the maximum number of users per world. We are trying to devise an automated approach so that when the game reaches saturation it will create a new world.


Here's a hypothetical situation...

Say you set it at 700 players.

And 700 players join.

Player 701 joins, and is sent to a new world.

No one else joins for a week.

Suggestion: Set it so that when one world is full, another one is created, but it won't start until there are at least 300 (400?) players. Once it reaches that number, a customary e-mail goes out saying the world is ready, and the 24 hour prep time begins.
 
Of course, what happens if that magic number is not reached for X days, or ever?


Actually the generation of the world [and the script that would drive it] is the easy part.  the formulas at the heart of it otherwise are the tricky part [say the ones that determine the optimum player count for the world in real time, as opposed to setting a fixed number which may need to change as more airports are added or updated].  odds are there'd be a flag for something like if no public worlds < 66% full OR no public worlds < 1/2 finished. boom. new world else nothing.  As odds are, given the choice between a world that's mostly full, and a world that's mostly not full they'd choose the emptier one [ceteras paribus].

We're not going to be dictatorial and kick you automatically from world X to world Y when X is "full".  we'll just cut off new players from a world when it's "actually" full and let them congregate otherwise to their choosing.