still, it's not by pulling down the strong that you'll build up the weak. 1 plane per fleet group is just too little. At least 2
Of course it helps the "weak", I don't understand how you can't see that. It's not going to make them better players, no, but it does
give them more opportunity
to become a better player.
Going to two doubles
the pace of expansion in the game. If you're good enough at the game to be able to buy, let's say, 25 x 737s in your first year, but someone else is only good enough to ultimately afford to buy 12, it doesn't matter one bit because you both
are only going to get about 12 of them a year. This keeps competition at your base more level. Whereas if you could get twice as many, now at the end of Year 1 you now have 24 planes and the other guy only has 12. It's over for him. The nature of this game says that, at that point, he now virtually has no chance. Once you're able to get more aircraft than someone else, it's the beginning of the end for them because your more planes will make more money, allow you to get even more planes, and even more money, and it's a vicious cycle that ends in the bankruptcy of your competitor.
Now perhaps it was inevitable regardless. If you're the better player, you're the better player. And eventually your ability to order more planes will catch up to your competition who just can't keep up if they weren't able to keep putting orders into the queue. But by slowing the growth you've put off the "lesser" players demise until later in the game and gave them at least a fighting chance to survive out of sheer mass if nothing else and you've increased the enjoyment of the game for more players for longer. Slower growth means that players don't "bump into" one another at a base until much later in the game when the disparity between them is much less. With faster deliveries, they'd run into one another 2-4 times sooner when it's far more likely that the "lesser" player will not be in a condition to survive.
Take DFW for example in the MT game. Normally I'd have run off all the competition at DFW in short order. I'd get so many planes and so would they that we'd be treading on one another by the first or early 2nd year of the game. And by the 3rd year I'd have run most out of business, by the 5th year they'd all be out of business, I'd be dominating DFW, and I'd never have to worry about anyone again and the game got super-boring. In this latest game though, thanks to the slower growth of everyone at DFW, our market shares stayed relatively even (I was actually a fair bit lower than the 2 main others for a while). It wasn't until a few years into the game that we started running into one another, and we were all far more 'mature' companies. Running the first guy out of business took me years longer than it would have taken me before and it would have been much longer were it not for bad base decisions that he made. The 2nd guy, by the time I got around to him, was in an even better position thanks to even more time. He had a strong value and a lot of cash. I've been working on him the better part of 5 years and I'd estimate I've got at least 5 more years to go before he'll be gone -- longer if he ever actually comes online. The changes to the system have provided a longer game for my competition, a more level playing field with my competition (not to say it is "level" I'm whooping them in margins, just more
level than in previous games), and a more enjoyable game for myself because my competition is sticking around for longer and is much more able to put up a stronger fight than in games past. And both of these guys were newer players who normally would have been pushovers in previous games. The system has really
helped their ability to stay in game for longer.
And then there's the fact that production rates are set to realistic figures (and, it so happens, production queues are realistic too). So upping it to 2 deliveries per month has to do 1 of 2 things:
1> It either means you now only only HALF as many players to participate in the monthly deliveries of aircraft which screws over a huge number of players whose number one complaint is already that they can't get into the "good" queues which FURTHER hurts the "lesser" player by not allowing them any practical access to the best planes in the game,
2> Or It means you have to double the production capacity of manufacturers versus reality. Which is not only not realistic but has the negative side effects of game pace as described above as well as greatly increases the likelihood of aircraft being canceled because people get their deliveries much faster. We're already getting at points in the game where certain aircraft that had huge queues early on are dwindling to nothing as people's bases get full. Soon enough the Fokker 100 line, of which there are some 1500 out there, will have no one in it and the plane will risk being cancelled, the A300 with over 1200 in service will soon be in the same boat. With deliveries that were twice as fast, these planes queues would have been empty long ago, the models at risk of being cancelled, which impacts options available to both new and existing players later in the game.
And at the end of the day, no one is "pulling you down" because you can still buy as many planes as you want
. You just have to buy them from a different production line is all.