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Airline Empires Review


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#21
dwight looi

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I actually don't mind what Dwight has said, although it does depend heavily on how you want to play. I've been playing for almost 5 years now and what drove me away from the game was the 'spammy' airlines which just dominated every airport, and every route and didn't care about realism or profit. The biggest problem with the game is that genuine players want to create realistic airlines using realistic models and with realistic PAX loads. The moment someone creates an unrealistic airline using unrealistic models and unrealistic PAX loads the game becomes un-fun and boring. 

 

It's a shame but a reality. The few ruin this game for the many.

 

Unfortunately, as with every other game in the world, relying on a mindset or genuine intentions on the part of players for playability is a recipe for disaster. The game mechanics must be such that this type of players will simply go out of business pretty quickly. It is too difficult to lose money and too easy to idle along in Airline Empires. The real world is a lot harsher -- profits are slim, financing is tough and a down turn or two can easily drive even established airlines into bankruptcy. In fact, ALL the legacy carriers in the US went bankrupt at some point.



#22
dwight looi

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(1) ... Now, if I'm misunderstanding you, and you want to limit each world to one year (or three months) of operation before reset, I fail to see how an airline of any size could be established.

 

Absolutely not! I am suggesting that each game turn be a season or a year. You make decisions for a the next year or the next season (Winter, Spring, Summer, Fall). Every 12 hours or 24 hours a turn goes by.

 

In otherwords, while a turn lasts say 12 hours or 1 day. 3 months or 1 year goes by per turn. 40 years in a 1-season / turn game goes by in about 2 2/3 to 5 1/3 months. 40 years in an annual turn game goes by in 20 to 40 days. This both moves a game along at an acceptable pace and does not require that player time check-ins on an hourly basis.



#23
Hake.

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Bout you're not getting the picture. We don't check our airlines hourly. :P

#24
Stevphfeniey

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Bout you're not getting the picture. We don't check our airlines hourly. :P

 

He's got a point. Other than the start of a world and getting things set up, I can leave an airline for a few days and it'll be fine. I had an airline in RAlpha that I didn't look at for like a month, and it only died because Yuxi deleted it for inactivity. 


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#25
iquit

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The good part about AE as it is that it accommodates for a huge variety of ways to play the game, and a whole range of options on how to run your airline.

The good part about AE is that you can easily defeat most players who think their (lack of) strategy can get them to #1.

#26
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GAME (gam) nouna form of play or sport, especially a competitive one played according to rules and decided by skill, strength, or luck.

 

AE in its current manifestation "ain't" a game, thus you don't truly play. It is a simulation that you participate in.

 

It's been around for awhile, and it has certainly been improved in terms of the "things" (planes) that need to "move" to "places" (airports) in order to earn a profit...which I assume is the objective of the AE simulation.

 

No question, all participants can imagine specific improvements for AE to evolve into a better simulation. However, reality "interferes"...AE IS FREE...you ran the hourly #'s on what it takes to participate with the objective being to "win"---what are the hours of coding/programming that would go into making the "evolution" participants seek? What would the cost be?

 

Accepting AE for what it "is" would be the wisest path. No "next" AE version is even close to being developed. All that can realistically be asked for are changes to aircraft/airport specs...no interface evolution. It is what it is...and the "point" of suggesting what participants want is "pointless" unless we all cough up a ton of $$$. I don't understand "serious" expectations that some possess...where is the "value" for developers? AE must generate some advertising revenue & that suffices to have Yuxi or whomever re-boot, re-start, etc. All this garbage discussion about the next version of AE---or how to make it better--- is a joke....for the sake of transparency/clarity/curiosity...how much revenue do the ads generate?



#27
Hake.

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AE4 is being released in the medium term, it's quite close to being finished. Just remember, Yuxi and un have visions for the game too :P .

#28
Magnusson

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AE4 is being released in the medium term, it's quite close to being finished. Just remember, Yuxi and un have visions for the game too :P .

*cough* ....medium term......


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#29
Hake.

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*cough* ....medium term......

I'm not involved I'm development so it's not possible to give you a concrete date, but it's going to be out this year or next year, according to Yuxi.

#30
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Okay-dokey...or did he mean this decade or next decade "according to YUX!"?






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