Some are very fast but don’t hold much fuel, and others might have a larger towing capacity but are very slow. It’s all about routes, not who has the best train type. In Pocket Trains each train type has a different set of stats.I do enjoy more expansive/complex strategy games, but this game is on mobile so if you can make it easier to play then it’s usually best to do so. In the end, I only care about the profit margin from each thing I’m transporting. This might be more accurate in the real world, but it makes the planning process longer. Planning routes is more simplistic. In Pocket Planes it costs money to fly somewhere.This helps with the player’s sense of progression since their empire is never shrinking. However, in Pocket Trains you need to keep those previous routes open in order to keep expanding. Pocket Trains encourages expansion. Like I mentioned above, there’s a point in Pocket Planes where it doesn’t make sense to continue to operate smaller planes and airports so your network shrinks.NimbleBit improved on this in several ways so we’ll tackle them one at a time. After playing Pocket Trains for a while now I think there are 5 critical things that NimbleBit improved to make the game more compelling and I’m sure some of these could be applied to other games out there. ![]() This isn’t a bad thing so long as they improve on the former or inspirational game. When Pocket Trains came out several people around me were initially underwhelmed saying things like “this is just another Pocket Planes.” I had to remind them that many games are clones of another, or get inspiration from another game. This seemed more like an exploit rather than a compelling strategy. The strategy wasn’t dependent on how many airports/routes you had, but relied on sending better planes on longer routes. Invest in the larger planes (level 3) and close all airports except your major (level 3) airports. I also ended up discovering a killer strategy. What’s not repetitive about Candy Crush or Clash of Clans? However, the lack of missions and progression got to me. Some complain the gameplay is a little repetitive but that can be said for most games. I felt the game fell short in a few different aspects. I played for less than a month and didn’t monetize. I enjoyed Pocket Planes, but not for very long. It’s hard not to respect them when they send notes like this to studios who copy their games. Not only are their games good but it seems like they are the underdogs that everyone is rooting for, and I mean “underdog” in the best way possible – they don’t have the capital or resources that their competition has. ![]() I love the pixel art, the bitizen characters and the little attentions to detail in their games like the Bitbook (mock in-game Facebook). I, like many of you, was hooked when I discovered Tiny Tower. ![]() Like the original X10 Mapple Pro, the E10 most closely resembles the Cessna 441 Conquest.Let me start by saying I love NimbleBit games and the studio as a whole. While the range does make it harder to reach far-out event cities, the extra cities you pay for to reach them are usually far cheaper than the flight costs to deliver 500 jobs using regular Mapples. The E10 is widely considered to be the best electric plane, especially for delivering Global Event jobs. Like the other electric planes, it has half the range of the original Mapple, but 0 flight cost. It has 4 slots, 2 for a passengers and 2 for cargo. ![]() Parts for it can only be obtained through Global Events, ads, lost & found, and trading. The E10 Mapple Pro is a special electric propeller plane based on the X10 Mapple Pro.
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