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Messages - CHR

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76
Default starting aircraft changing? I think it is really a case of if it ain't broke, don't fix it. It starts to become too complicated for world creators to decide on and players to work out what's happening if plane types are changing all the time. But mostly, it isn't really a problem in the vast majority of games (5, 10, 15, even 20 year games).
It only becomes a big problem with the really long games. These are fairly rare, and usually fill up well before the first 10 years anyway. But that aside, even if you start very late, in AM virtually any aircraft can earn a decent amount of money for your airline, at least enough to buy a cheap 2nd hand one off someone else in the world and get your airline going with something new, even if this takes slightly longer than with a newer start aircraft.
Basically, very few games go long enough for it too be much problem, of them, most fill up very quickly, and even if you are in such a situation, you should still be able to make enough money to get your airline going.

Historical pax data...
It would be interesting to compare some of the data for GDP and airport passenger numbers, because I think they would likely have a decent correlation. If somewhere with a good set of historical data (like the US...) could be used, I think a decent model for airport pax size could probably be created just based on the variables of current pax levels, date and country GDP.
The assumption, which I don't think is too unreasonable, is that the entire country is at roughly the same level of development. It would also allow airport openings/closing to be simulated - by reducing their pax to zero when not open (in conjunction with an alteration to the LF script to make airports with 0 pax generate 0 revenue...).

Of course, this might need to be accompanied by a change in the LF/fare scripts to allow airlines to make greater income in the earlier days. As it stands, one can make a decent profit, but not a fortune, during early stages of the game, even with the huge capacity airports. Back then small numbers of people (i.e. small pax levels) were willing to pay huge fares to fly. If the data was put into the current scripts, you would be flying between airports with a few thousand pax - giving you quite low fares. I suppose this is related to the fact that pax numbers don't give a true indication of demand for travel between cities. In the past, there might have been a large amount of demand to go between two cities, but, as fares had to be so high (due to planes being more expensive to build/operate) this opportunity was only open to a small number of people.

In many ways the current method neatly simulates this. In the earlier stages of the game, as you have a 20 seat plane, when you fly between multi-million pax airports, you get fares into the thousands of Euros. This is actually fairly accurate - as in real life, people would have been willing to pay huge fares to fly. This is balanced up by the fact that aircraft are considerably more costly than comparative aircraft later in the game, the fact that you don't actually make much money per route (1000 x 20 people... less than a 100-200 seater will make you in modern games) and that they can only manage a few routes at most per aircraft (as they are slow). That said, there is still considerable room to make lots of money (as there is in modern worlds).

I guess the conclusion I would make is that you can make similar (on balance, perhaps slightly lower) amounts of money in old games as compared to modern ones. From a realism point of view, that isn't so realistic - airlines back then were far smaller than current ones. This probably isn't such a bad thing though, as I suspect the game would be quite dull if your fleet consisted of 20 aircraft that operated 2 routes each out of a handful of bases. Sure you can make monster airlines like in the modern games, but that is part of the thing that makes the game interesting to play.


77
General Chat / Re: 1 frequency
« on: September 13, 2010, 12:14:13 pm »
*CHR points to this thread.

78
Game Data / Re: Breguet 763 Provence speed data
« on: September 13, 2010, 12:04:23 pm »
Could you provide a source for that, please?

A quick search found a few values:
Wiki (390 km/h - 210 kn)
Aviastar (380 km/h - 205 kn)
Random French site cited by wiki (215 kn)
I'm not sure if they are reliable enough...

79
[=] Suggestions / Re: Base requirements
« on: September 12, 2010, 02:00:55 pm »
Regarding restricting airlines to a single country, this would create a bias towards certain countries (like the US), where there are a large number of large airports.

The underlying assumption of AM is that there are continental/regional open skies agreements. This ensures that each region has a decent number of big airports (even if Europe and N. America end up with more than everyone else).

Actually, on a slightly tangential idea, perhaps Europe/Asia/Middle East could be rearranged.
There could be West Europe, East Europe/Middle East/maybe part of west Asia (or even Africa!), and then East Asia.
As the Middle East is considered part of Asia, it seems to me that the whole system is fairly arbitrary anyway. There would be a decent number of airports if one had all the Middle East and much of Eastern Europe.

On that note, perhaps Central and South America could be merged too. Together, they have less than Asia, Europe or North America. And if everything was being rearranged, perhaps Australiasia could be mixed in with South-East Asia too...
Of course, all this changing would only serve to make North America even more attractive - with the most airports out of any continent already and little logical way of splitting them up (short of actually dividing the US in half - which might be possible with states...).

80
I think the idea has quite a lot of potential. In fact, I would suggest going as far as charging an additional fee base construction fee (perhaps not as much as the normal second base construction fee) to make smaller airports far more desirable/the only option.

I don't think that it would be bad for the game, people would just accept the need to start small - in fact I think it would encourage people to discover smaller airports (and avoid the repetitive route editing at larger airports).

The only significant problem I can envisage is that people who aren't familiar with the game may waste all their money on an expensive hub and then be unable to play for lack of money...

81
[=] Suggestions / Re: Base requirements
« on: September 06, 2010, 08:45:10 am »
This was already discussed here. Actually, I think there might be another topic on it somewhere...

82
[++] Suggestions / Re: Create route request - uncouple from view routes
« on: September 02, 2010, 10:06:16 am »
Yeah, I agree that it would be nice to not get automatically redirected to View Routes.

A way to overcome the problem is to set the "Default View Setting" on the page to show only routes under 25% loadfactor. This means that (unless you have any routes under 25% LF...) you wont get anything coming up, which increases page load times a lot.

To actually view your routes, you then manually choose what view you want from "Show Routes From". The other advantage of doing this is that you don't have to load up the entire set of routes first if you only want to look at a few specific ones, such as a single base.

Actually, come to think of it, could we have a default view option not to show any routes?

83
The A-Z of the Broker Market / AFI Introduces the Airbus A319
« on: August 29, 2010, 09:46:56 am »


Aviation Finance International introduces the Airbus A319, yours for only €4,800,000 / month.
Order yours today!

84
General Chat / Re: Bogus Airline Website
« on: August 29, 2010, 03:00:39 am »
It looks quite nice. What about some pictures of your fleet on the fleet page?

85
[-] Suggestions / Re: Aircraft Overhaul/Refurbish Suggestion
« on: August 27, 2010, 02:02:45 pm »
That's a very interesting idea actually. Rather than just resetting the age, having to manually schedule major aircraft checks, the time which has elapsed since the last one affecting maintenance. I guess it could be implemented along with the maintenance overhaul - because I think as is, it would be a fairly major change.

86
Game Strategy / Re: Leasing fees
« on: August 25, 2010, 03:14:25 am »
You pay leasing costs at the beginning of the month, not the end. The amount you see on the Finances page is the total amount you have paid so far this month, which includes both what you have paid at the beginning in regular leasing fees and the amount you paid during the middle of the month when you took out the new lease. When the next month comes, you will only pay 5 million Euros.

87
Game Strategy / Re: Leasing fees
« on: August 25, 2010, 12:35:00 am »
It works the same as gate fees - in that you pay leasing money at the beginning of the month, however if you lease out a plane during the middle of the month, you have to pay the fee upfront. In effect, you will pay the leasing fee twice in the month you change over. It is quite right when it says you total leasing costs for the month are 11.4 million. Of course, next month it will only show that you have 5 million in leasing costs, when the other plane is gone.

The only way to avoid this would be to return the old plane on the 24th of a month and lease out the new one on the 1st of the next month. You would need to be up at the month change over to do that though...

88
[-] Suggestions / Re: Aircraft Overhaul/Refurbish Suggestion
« on: August 22, 2010, 12:34:39 pm »
I don't think the problem is that we should be able to completely overhaul our planes to brand new - something which clearly doesn't happen in real life. Instead, I think the problem is that the maintenance formula is too imbalanced - too cheap initially, and (maybe) too costly later on. The current system admittedly favours replacing planes quite regularly, but the way to solve that isn't too make up something which simply doesn't exist.

The other problem with something like this is that it would save people money... and people have too much money in AM as it is. The fact that you can go from an airline with a million Euros in assets to billions in a matter of years suggests something is wrong. Of course, part of this relates to loadfactor/fare scripts too. Though ultimately I think they all end up related - as the actual prices you play around with can be inflated/deflated relative to real world ones, as long as all the prices are uniformly inflated...

With the eventual release of hotswap - the ability to transfer routes automatically to another plane - it will be easy enough to change aircraft anyway (though don't expect to get anything when you sell the old planes).

89
Bugs / Re: Site down
« on: August 22, 2010, 07:40:06 am »
The game is working again. I think it was paused while offline, as the date in the world has changed relative to the time.

90
Game Data / Re: Kazkhstan Airport
« on: August 16, 2010, 03:14:53 pm »
The Wiki information for the first airport is referenced back to:
http://www.astanaairport.kz/index.php?option=com_content&view=article&id=88&Itemid=295&lang=ru
It's the airport's website... so I expect it should be accurate (although it is actually 1.349 million - both on Wiki and their website).
They also do 5000 ton/year of cargo if anyone wanted that data too.

The second one has no reference on Wiki, and no mention I could easily find on their website.


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