![]() This way, you can regularly fly routes with 45,000 coins of effective revenue with Class 2 planes. When you start seeing your 4-5 Bux jobs as 4000-7500 coins jobs, it becomes clear that anything other than Bux is just not comparatively worth it. When plane slots and airport upgrades start getting expensive, you might want to save up for a bit and exchange many thousands of Bux and perhaps acquire all the coins you might need for the investments you want to make. Given that for every two Bux that you exchange your rate will increase by one, the payoff formula goes as follows:īy the time you exchange 1000-2000 Bux, each of your Bux is worth 1000-1500 coins for total payoff of 1M-3M coins. However, the true benefit of Bux is the parabolic growth that comes from the exchange rate at the Bank. With this strategy, however, the airport cap shouldn’t be much of a problem. Quicker XP progression will let you level up faster to access better planes and more airports. ![]() ![]() The distribution is as follows for the example above according to the XP formula from the Pocket Planes wiki (which is really close to my own observations, still don’t know where the errors might be coming from): (See the first figure in the “Two Types of Planes” section) The small planes carry any interesting jobs to layover at the sister airport and fill the rest of the plane with jobs to the sister airport so that the small planes can still positively cash flow. Essentially airports can be both Spokes where jobs originate and Hubs where jobs can wait to get picked up. Eventually, I would simply fly back and forth between Chicago and New York or between London and Paris because the smaller cities just don’t generate many interesting jobs reliably. This naturally gave me an inclination for Class 3 Airports over the lower classes, because of their large layover capacity and selection of jobs. Together, the idea that big planes shouldn’t be losing money on the super-long routes and the idea that large airports could be both a spoke and a hub led to my version of d Paris that were basically as job-rich as their hubs and as such always had amazing Bux jobs ready to go. This without even mentioning that you genuinely need Bux for planes and parts. It is very clear that with a minimum exchange value of 500 coins, it is probably best to opt for Bux jobs as opposed to coins jobs as they typically return at least twice or thrice the value. I know that most people understand this very early on in the game, but this took me quite some time to genuinely embrace. I’m sorry that this is a bit long, but I’d love a chance to walk you through my logic so you all could help me see where this could be working better. My dream is to eventually complete a Concorde and a Starship (I have one part of each at the moment). Given the circumstances, I picked up an old game I had started and wanted to share the strategy I implemented today and a couple of times before that to share and ask for constructive criticism as well. I was inspired by u/sammy_reflex who recently posted their strategy on this sub. Each time I try to take what I learned from my previous experience and shift my strategy to make it more effective every time. In this case I think its very reasonable for NimbleBit to make airport and airplane classes behave this way without making every tiny detail of the game simulate the real world.Hello r/PocketPlanes! I’ve been playing this game on and off for like 8 years and lost my progress a couple of times, but have gotten as far as level 29 once. there are parts that developers can try to make "more realistic", but that doesn't mean they're going to make every tiny detail exaclty like the real world. ![]() your argument that this little part of the game can't be like the "real world" isn't a good argument. Just because one aspect of a "simplified" game is made to be realistic, doesn't mean that every aspect of the game has to be realistic.
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