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Solution to Constant Expansion


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#381
Quintus_Istari

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As I have stated in another topic, in theory (and I must stress this word for I do not know how the module was coded) it should be  relativelly easy to curb constant growth, with a tax over the number of planes.

 

A tax that could be added to the end-of-month tax on profits.

 

A tax equal to 0.01% per aircraft owned, would make it unprofitable to have more than a certain quantity of planes.

At the same time, growth could continue, but operators would have to sell smaller planes in order to purchase larger ones.

 

Again, in theory, such tax should be easy to calculate with very basic code modifications. But it is never too much to stress that not knowing how the programing was done, I am generally guessing.

 

Thanks



#382
Nat.

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I think another good way to add additional airlines without crashing the server (least I don't assume it would) is to keep the 300 airline limit but add an additional 3,800 (or any other amount) airlines that'll be ran by AI. 

 

In some or all servers, the AI can even be consisted of all real-world airlines so that players are forced to truly create their own unique airline as well. 



#383
v35n

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So what makes airline empires not too realistic with ultra big airlines flying is the lack of taxation and real world policies. In real life, there is a certain number of flights limited from this airport to another, so airlines can’t spam planes that much (practically gates but stricter)
There are also airspace rules, like planes cannot go into this airspace. Take Russian airspace, only one airline from each country can go into their airspace.
Some airspace also imposes heavy taxes, they should also include that, and also heavier taxes for using the atc at wee hours. Talking about that let’s talk about scheduling. They should include demand for particular hours of the day you schedule the flights. If you put too many flights at the same hour then the demand decreases.
However, these changes I feel are not necessary as they take away the fun of airline empires. Never mind if you don’t get what I’m saying my point is that the game is almost perfect the way it is and changes are probably not necessary.

#384
boomchicka

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I think there should be worlds that are much more detailed/less expansion based. Other worlds could be like s4b.


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#385
m8rics

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I'm a new player and I really like airline empire's huge set of data. I wish the following improvements can be made to make it perfect:
  • Currently route demand seems to be based purely on annual passenger numbers of the two airports. It should take into account the routes already opened in the same airport (which will reduce demand in general). Routes between nearby cities or the same coutries should have bigger impact. 
  • Airports in the same city, the closer to the city center should have higher demand, rather than the bigger aiport normally far from the city.
  • An airport can only have a limited number of flights each day. Some airports have embargo period as well. That will make slots more valuable.
  • Some airports should be domestic only.
  • Demand should in general increase at different speed between areas, and fluctuate with significant events, for example a fincial crisis or natural disaster./*]
  • Shorter distance routes should have less demand (proportionally) on F and C class than longer distances. Currently it seems only one seat configuration needed.
  • Number of seats, IFS, reputation should also affect demand at a greater level.
  • Fuel price can be volatile to make it more interesting.
  • Aircraft can only start from hub/HQ, but up to 2 stops can be made.
  • Route can be planned before aircraft is delivered.
  • Aircraft cost increase annually indexed. Currently some old planes prices are too cheap because they still have the same price 20 years ago.
  • Used aircraft should cost more to change seat configuration. The delivery time should be longer.
  • Load factor changes instantly after prices are changed. It should take at least a few days.


#386
DerpCakeFlies

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i completely agree with this. However if we wanted a realistic world, it would probably be in a new world like a super realistic world while most of the others would remain the same



#387
Browneyed1989

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Slots on different times of the day (with different demand / prices) would be a great improvement.



#388
Anthony123

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im currently running Pan Am in (R1) and the Dc10 is stopping production so i ordered 220 of them and the last one will be deliverd in 2009! Despite being ordered in 1988 and the DC10 ending production in 1988  :/ Talk about backlog delay lolllllll



#389
amodsk

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I feel rather than implementing suggestions such as having upper limit on a particular plane etc. it makes more sense that there be realistic maintenance related options and safe flying of planes tied to such maintenance schedules or say seat demand tied to such age so that it automatically ensures that players don't just keep on expanding fleet but pay proper attention to their revenue/ profit stream. 

 

Also new planes scheduling can become lot more real market oriented wherein each plane has fixed limit as to how many new planes can be brought into service and price each player pays to buy a plane be dependent on how many he buys in an order, his delivery schedule (where one has to pay premium for booking more than fair share of new plane production capacity). This way new plane purchase also will necessitate strategic planning. Similar model can be implemented for leasing a plane as well.

 

This will also make plater strategically plan what kind of fleet he needs and his network accordingly than mindless expansion. 

 

Second option that can be added could be adding seasonal demand/ fares schedule so no one is sure of demand all the time. This, when complimented with short term discounts etc, will cause players to also have more flexible schedules and make each airline dependent on market demand/ supply fluctuations like real network.

 

Thirdly one can develop alliance sharing features like code share etc. which will cause players to co-operate and develop more coherent network. All this will eventually lead to one having more realistic fleet and will also add planning aspect to the game.



#390
Hardcore 787 Shill

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I feel rather than implementing suggestions such as having upper limit on a particular plane etc. it makes more sense that there be realistic maintenance related options and safe flying of planes tied to such maintenance schedules or say seat demand tied to such age so that it automatically ensures that players don't just keep on expanding fleet but pay proper attention to their revenue/ profit stream. 

 

Also new planes scheduling can become lot more real market oriented wherein each plane has fixed limit as to how many new planes can be brought into service and price each player pays to buy a plane be dependent on how many he buys in an order, his delivery schedule (where one has to pay premium for booking more than fair share of new plane production capacity). This way new plane purchase also will necessitate strategic planning. Similar model can be implemented for leasing a plane as well.

 

This will also make plater strategically plan what kind of fleet he needs and his network accordingly than mindless expansion. 

 

Second option that can be added could be adding seasonal demand/ fares schedule so no one is sure of demand all the time. This, when complimented with short term discounts etc, will cause players to also have more flexible schedules and make each airline dependent on market demand/ supply fluctuations like real network.

 

Thirdly one can develop alliance sharing features like code share etc. which will cause players to co-operate and develop more coherent network. All this will eventually lead to one having more realistic fleet and will also add planning aspect to the game.

This entirely. Codeshares, maintenance budgets, scheduling - all of it. We need it. Low maintenance budgets could result in fines or even hull losses, which would have a detrimental impact on reputation and pax numbers. I'm in support of all of this.



#391
Avelo

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This entirely. Codeshares, maintenance budgets, scheduling - all of it. We need it. Low maintenance budgets could result in fines or even hull losses, which would have a detrimental impact on reputation and pax numbers. I'm in support of all of this.



#392
AdmiralSirJohn

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To be honest, I'm all for anything that ends spamlining.  I don't mind a constant expansion model, but having someone essentially corner the market on any and every route and filling up the aircraft order book before the end of the first in-game day is just ridiculous.

 

Keep the model, but slow things down.  Even in sandbox worlds, make it 20 min/day, and in the realistic worlds, make it realtime.

 

As far as the "instant demand figures", I'd suggest adding a "market study" function to replace that.  It should cost money that scales with the size of the market.

 

But I'm out of the game until spamlining is ended.  It just isn't fun for me.  I'll hang here in the forums and post my livery designs instead.



#393
RubberDuckGaming

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To be honest, I'm all for anything that ends spamlining.  I don't mind a constant expansion model, but having someone essentially corner the market on any and every route and filling up the aircraft order book before the end of the first in-game day is just ridiculous.

 

Keep the model, but slow things down.  Even in sandbox worlds, make it 20 min/day, and in the realistic worlds, make it realtime.

 

As far as the "instant demand figures", I'd suggest adding a "market study" function to replace that.  It should cost money that scales with the size of the market.

 

But I'm out of the game until spamlining is ended.  It just isn't fun for me.  I'll hang here in the forums and post my livery designs instead.

Cornering the market on every route and filling up the order book on Day 1 is literally impossible considering airlines only start with $7.5-100 million depending on the world.

 

Sandbox worlds are meant to be super short, the 5 minute time seems to work out well to allow them to constantly reset. Realistic worlds being realtime would alter the gameplay too significantly in a way I believe most players would dislike.

 

A "market study" or similar feature would just be a bit time-consuming and impede the ability of players to make routes easily.


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#394
AdmiralSirJohn

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Cornering the market on every route and filling up the order book on Day 1 is literally impossible considering airlines only start with $7.5-100 million depending on the world.

 

Sandbox worlds are meant to be super short, the 5 minute time seems to work out well to allow them to constantly reset. Realistic worlds being realtime would alter the gameplay too significantly in a way I believe most players would dislike.

 

A "market study" or similar feature would just be a bit time-consuming and impede the ability of players to make routes easily.

 

You may call it impossible, but that's the routemap I saw when I looked at Cathay Pacific.  Calling me a liar does not change what I saw.



#395
zipp

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You may call it impossible, but that's the routemap I saw when I looked at Cathay Pacific.  Calling me a liar does not change what I saw.

Again, you posting this across multiple threads does little more then prove that you are immature and not cut out for the game play.

Plus it wasn't Day 1 of the world, it would've been around 4 years into the game world when you joined.


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#396
MrTrash

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The easiest way to end spam lining is to remove Scam IFS/IFE

Listen I use it too at times to speed up,but its time to retire it.

Second is fixing config issues and how you can optimize a config to be efficient for profit but impossible in real life.

#397
SushiFanta

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AE has a lot of depth with the IFS, plane configs, and hubs. The problem is that it is almost always a better return on your time to increase scale, buy more planes, and open new routes, than it is to make your airline more efficient and profitable. I think that if the market were just more saturated in general (more airlines in a world, fighting for fewer pax) then it might be more incentive to focus on efficiency and offer lower prices. However, right now you can mostly succeed just using unserved/underserved routes and avoiding competition. If there were fewer pax or they cared more about reputation/in-flight amenities, it could make the other aspects of AE more rewarding than opening new routes. I think that putting more emphasis on competition rather than expansion could make the game more engaging and make it more fun to be a regional or commuter airline without expanding infinitely.


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