Anyone thought about ''incidents or accidents'' to temporarily affect airlines, although making this a very rare case? Also add the factors of delays if that is possible
Solution to Constant Expansion
#341
Posted 03 September 2016 - 01:12 PM
#342
Posted 03 September 2016 - 02:09 PM
I would love to see a schedule for when flights take off so you can move them around on the schedule. To make then work with other connections.
#343
Posted 15 September 2016 - 12:05 PM
Id like to see a stock market aspect along the lines of airline manager through FB. AE is waayyyy better of a sim, just sayin I give that point to AM!!! Adding cost to the planes Heavies, wide bodies, is a good idea for the larger planes and maybe make the deal for bulk regional aircraft more attractive. And if possible and I know this is a crazy stretch tying the two together to somehow give the game a variable aspect . . . .ex the larger your mainline heavy widebody fleet is maybe have a negative effect on stock due to more risk factor. Could help balance the game out if we can pull regional up a bit and put some variable risk into it. Oh also weather gotta have randomization of weather events.. . . . . . .Yeah if AM and AE got it on that be what I'd want in a sim.
#344
Posted 15 September 2016 - 01:10 PM
mannnnnnnnnnn, I hope yuxi gets a brain fart.... and forgets how to upgrade to AE ... cause
. . . . . . . AE4 - sim tycoon airport manager - . . . . is going to suck balls !!!!!!!!!!!!
.
. <---------- it's been like five years now. them damn warning points are turning gray.
.
#345
Posted 27 September 2016 - 03:15 AM
is it just me or has this thread devolved into the requests subforum
#346
Posted 01 October 2016 - 07:23 AM
#347
Posted 03 October 2016 - 06:52 PM
is it just me or has this thread devolved into the requests subforum
Unfortunately yes. Back in the early pages, there was some great discussion about the original topic though. Not so much anymore...
#348
Posted 03 October 2016 - 08:53 PM
the solution to constant expansion ? ? ? ? ? ????????? hum ? ? ? I know...... misplace the share control button..... fine both conspirators 25 billion for each airline they hold in all worlds. then thor hammer the bankruptcy button on both of them.........
yaaa. the solution to constant expansion.....
#349
Posted 22 October 2016 - 03:58 PM
I don't know if this has already been suggested as I'm late to the discussion and didn't read every post, but I think an effective way to control expansion would be to add competition on connecting routes as well as on point-to-point routes. For example, player A's JFK-EDI could be in competition with player B's JFK-CDG-EDI and player C's JFK-LHR-EDI.
It would be really cool if we could then see this competition through the eyes of the customer by having a "bookings screen" where we would see the available options as a customer would when booking a flight on, for example, Sky scanner.
Customer choice could then be affected by total time (directness), price (there would have to be some way in which non-direct flights could be cheaper than point-to-point), airline reputation, frequency, amenities, etc....
#350
Posted 28 November 2016 - 01:26 PM
I don't know about any of you but if it would make the game more realistic then I'm all in...
#351
Posted 13 December 2016 - 01:45 AM
It's not hard to have a profitable airline in this game........and having extra money is what allows players to expand quickly.
Players can have a mixed bag of many aircraft models and manufactures in the early to mid game without going bankrupt......it does drag down profits but not enough to make most players think twice about having more models than necessary.
Fuel costs is another way to soak up profits, I think those costs have gone up a bit since I was last playing a couple years ago but maybe they could go up a little more.
Basically, the way things are now.........you have to be pretty bad or neglectful to go bankrupt when you've started in a fresh game ........unless of course you get into a pissing contest with a more powerful airline.
But......having said that, there are some players who have good math skills and understand how the mechanics of this game work and that makes them a much better player.
And that's what allows them to make lots of money and expand much quicker so they can make a lot more money.
It's why some airlines expand much quicker than others and to try and stop the successful players would ruin the game.
#352
Posted 13 December 2016 - 07:59 PM
You're right about the different models. It depends on how quick you want to expand.
I've got 8 AC families at the moment, and that's because I had cash and not enough planes coming in to create new routes.
When the 747 comes out, I'll probably consolidate.
Going bankrupt is a bit hard, depending on how many routes are totally full where you choose to start (if you're starting late). Even without trying to take on a larger competitor.
But if you want to enjoy the game, you need to make money, and if you're trying to scrape together a 100-200k/month, the game isn't going to be much fun.
#353
Posted 13 December 2016 - 10:45 PM
You're right about the different models. It depends on how quick you want to expand.
I've got 8 AC families at the moment, and that's because I had cash and not enough planes coming in to create new routes.
When the 747 comes out, I'll probably consolidate.
Going bankrupt is a bit hard, depending on how many routes are totally full where you choose to start (if you're starting late). Even without trying to take on a larger competitor.
But if you want to enjoy the game, you need to make money, and if you're trying to scrape together a 100-200k/month, the game isn't going to be much fun.
There is ALWAYS new routes for you to discover
#354
Posted 14 December 2016 - 05:21 AM
#355
Posted 14 December 2016 - 03:12 PM
There is ALWAYS new routes for you to discover
Not really, sometimes you'll already fly all the routes with reasonable demand from your home country.
#356
Posted 14 December 2016 - 04:04 PM
if you're trying to scrape together a 100-200k/month, the game isn't going to be much fun.
Starting an airline and getting it to 100 rep and maintaining that is difficult and challenging. Running #1 airlines is tedious at times until you get creative but then there's the risk of losing momentum. At the next world reset, start an airline and get it to 100 rep as soon as you can and maintain that for the entire round. It's challenging and actually requires some strategy beyond adding as many routes as you can
#357
Posted 15 December 2016 - 02:20 AM
#358
Posted 24 January 2017 - 03:49 AM
Not really, sometimes you'll already fly all the routes with reasonable demand from your home country.
North Korea
#359
Posted 13 June 2017 - 09:41 AM
I think the high demand for aircraft comes from:
A) Demand being too high; Yuxi found himself that demand in one world was about 5 times higher than real life. I think reducing the calculated demand between smaller airports could help.
Customers being willing to pay too much, leading to huge profits.
C) Replacing old planes is a chore; just replacing like-for-like planes can take a long time. I actually find for my large airlines that this takes far more time than anything else, because I try to keep the fleet age down. Replacing old planes actually seems to give very little benefit.
So for example:
* Real world airline replaces 747 with 777 to reduce costs, increase load factor (same number of passengers) and hence increase profit
* AE airline replaces 747 with new 747 as old plane has a 100% load factor, makes big profits and doing anything else would take too long
I would like to see:
1 - Lower demand in general, occurring at lower ticket prices. Maybe 50% of current passengers, mostly by reducing demand to small airports, with 10% lower default prices
2 - Demand that grows over time, so that an airline has to respond to demand. Any completely new route should have to be grown over time by slowly building route reputation. This should also allow for demand to grow about the original calculated levels. It would be nice to build somewhere like Kent International (MSE), but start with almost no demand, rather than have permament low demand.
3 - More reason to use newer planes
- financial penalties for using old planes (representing hush-kits etc)
- customer dislike of very old planes (hurting route reputation)
- more emphasis on flight time when passengers choose an airline
- much higher maintenance costs for old planes
4 - Competition between similar routes (e.g. all London to Tokyo compete together)
5 - More non-price competiton for airlines with similar prices (a route reputation mentioned above)
6 - Much lower willingness to pay for scam IFE and IFS
And, make planes CRASH
When reading through the aircraft deliveries thread, I realized that we need to consider a deeper problem first in order to have any "realistic" delivery/backlog system work for AE. I think the root cause of the ridiculously high demand for aircraft lies in the fact that AE gameplay is mostly about constant expansion. Think about it: what do you do when you play AE? Especially for the large airlines, most of the playing time is spent adding new routes and assigning aircraft to them. If we want to have realistically sized airlines and number of aircraft in service, it would involve shifting the bulk of gameplay away from constant expansion. However, what we shift that playing time to cannot be some tedious, repetitive chore like scheduling maintenance for each aircraft or going down a huge list and lowering ticket prices one route at a time.
So if* we really want to get rid of the perpetual expansion aspect of AE, we'll have to make the airline maintenance and improvement aspects more substantial but also fun. Maybe aircraft scheduling doesn't have to be a tedious chore. Or exploring and expanding into new markets should be a more involved process than just magically seeing the exact supply/demand and plopping some planes down. Or we should make the product aspect of an airline more important and dynamic, and include opinions from passengers evaluating their choices between you and your competitors. With more realistic (read: thinner) profit margins, you would also be affected by and forced to respond to dynamic aspects of the world like spikes in fuel prices. In summary, we would need to add substance to parts of the game other than the "open new route" button.
* I know some people like AE for its simple, fast expansion and don't want to get bogged down in other details of their airline. We do have the option of keeping the gameplay the way it is and accept the unrealistically high passenger/aircraft volume as a side effect. It is a game after all, and making it less fun to play for the sake of realism may not be a worthwhile tradeoff.
Thoughts?
I think we should make planes able to crash to stop the $7 wage spamliners use. Make a plane flown by a $7 pilot more likely to crash, and old planes more likely to crash. Also, add benefits of having only one/two/three aircraft types (eg all A320, 737/767, or A320/A321/777-300ER respectively for each example.)
#360
Posted 13 June 2017 - 09:33 PM
And, make planes CRASH
I think we should make planes able to crash to stop the $7 wage spamliners use. Make a plane flown by a $7 pilot more likely to crash, and old planes more likely to crash. Also, add benefits of having only one/two/three aircraft types (eg all A320, 737/767, or A320/A321/777-300ER respectively for each example.)
Make planes flying 18 to 20 daily hours more likely to crash due to less maintenance time and more stressed crew
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