While I can see where you're coming from, I feel like you are describing a situation that has a lot of alternatives.
Usually when I join a game world, leasing a brand new aircraft is not the first step I take because
A) I will have to wait a few months for it to be actually built, even when the order book is empty. I could do nothing until then and afterwards growth will be very slow.
B) new aircraft are usually expensive, more so when the type is very popular and as such I feel like (leasing) it is anything but a good choice for a new airline.
With the exception of a new game world the used market has plenty to offer. In my opinion a new player should be pushed to the used market for cheap growth. By the time he grew to a reasonable size he can start buying the model he wants as the production lines will have lightened up a bit.
Of course, but there is usually a time in the game when the used market is just dead. After about 1 year of game play for next 2-3 years. Looking at one particular model, 84% of the aircraft stored was sold, after 11 months, order backlog is 4 years, and that's just for a dead end model.
A potential replacement, just launched, within 2-3 hours gets a 4 year backlog, will probably grow to a 10 year backlog within a day.
It is very easy to correct, just expand the production line delivery rate, that opens new production slots.
It is not only what the manufacturer would do (instead of turning customers away, telling them their first aircraft can be delivered in 10 years).
It is also good for playability, so that players joining late are not completely shut out of the game.
A buddy of mine just started playing, I think as a trial in the beginners world. Wants to join a new full game. I would have hard time recommending him starting in the newest GW2. It is quite challenging to start for one of the best players of the game (myself
), it is outright hostile for an inexperienced player.
In GW4 (Year 2000) current production rate is 39/month for 737s with over 1000 in the order book. After asking Google the real world production rate has been around 24 during that time. I'd assume the in-game rate will increase further as time progresses?
Perhaps I misunderstood what you mean but the current setup seems reasonable to me.
I have seen game worlds where A320 / 737 were stuck in low 30s, even with 10 year backlog.
But this problem is far more acute in new game worlds. The stock of aircraft in storage is probably 25%-30% of what is needed to meet world demand (I did a calculation way back to calculate this, I am not pulling this out of thin air). New game world starts with 500+ players, who empty the UM, and then the only option for growth is new market. (unless you sit in front of the computer 24/7 and can scrape something from the bottom of the barrel of the UM.
Now, year 2000 is different. In most game worlds is the time when the equilibrium is reached. The worlds stock of aircraft = world demand. It is not 737 NG or death. There are classics, DC-9 etc.) New aircraft just replaces the old, and serves new growth.
That's why I think it makes sense to remove the caps, let the production lines produce 30, 40, 50, even 60 aircraft per month (as the 737 news linked above suggests). Whatever is needed.
Doing so would bring the worlds supply and demand into equilibrium quicker, while new players, or players starting late have some options to play. Getting 1 of expensive aircraft per month is nowhere near as good as getting 10 cheap used aircraft per month, but it is far better than getting zero
aircraft period, with something coming in 5 years (way past the rage quit point).
Here is different way to look at it:
Capping the production and having the game world starved of aircraft for first 5-7 years is great for the best players who start early, lock up the current and future supply. They earned it by starting on day 1, by getting profitable quickly, locking up the supply for next 5-7 years to increase their advantage further. And as a result push weaker or newer players into a desperate situation. But is it good for AWS, as a game, that wants to expand the player base?
There are limits in place for aircraft delivery rate, so that higher production rate would not benefit the strongest airlines. All it would be a lifeline to newest, the least experienced airlines early in the game world (who are drowning).