
Except of massive desing errors - but in these case it normally is very fastly obvious what went wrong. If I understood devs explanaitons correctly, this wouldn’t raise pathfinding calculations a lot, as these pax would -as usual- calculate one step after the other. So this should work for outgoing and incoming pax.
if “leave airport” or “got to entrypoint and restart” (which is in fact the same, here) is not possible, again, pax will pile up and incident report says “can’t find way out of airport”. sooner or later, plane will leave without him, which sets pax to “leave airport”. if you only allow this reset one time, afterwards giving either an incident report or use a “vanish-solution”. and there restart it’s path? Yes, there is risk of circulating pax, but this could be prevented by if a pax -because of stupid behaivour or “wrong” airport design- suddenly finds itself at a point, where it can only exit a secure zone or can not reach it’s actual destination, out of any reason: Why pax can not reset it’s path, walk back to where it entered airport (bus stop/metro). I have never understood, why pax can not restart their path, if anything malfunctioned.Į.g. So I do not understand, why there is so much worring about “dead ends”. made a great “final solution” for these ones.
if incident reports work correctly, game can easily tell player, what went wrong.this is very easy to spot out, as pax are piling up at that place, at least after a while.
Of course game gives the possibility, to build “dead ends”, where pax can not move anymore, see xample of one-way-door to bathroom.