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Game Strategy / Re: Leasing out: how to make profit out of it
« on: March 25, 2012, 09:05:08 pm »Alliances / PW 2208 -- PGU Forms Cosmic Amalgamated Alliance
« on: February 27, 2012, 05:37:29 pm »** We'll tell ya what you're doing wrong.
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PGU is looking for alliance partners in any and all areas of the Middle East in PW 2208. Please send a message to CEO For Life AytchMan von Feelgood. If you're airline is struggling, well, Dr. Feelgood can fix what ails you. If you want to move up in the standings, get moving on this, 'cause we ain't taking many.
Game Strategy / Re: Does it make any difference?
« on: February 24, 2012, 09:55:33 pm »General Chat / Re: Question on the Revenue Model
« on: February 23, 2012, 06:25:34 pm »General Chat / Re: Question on the Revenue Model
« on: February 23, 2012, 05:27:17 am »I first posted this back in '08 and it may shed some additional light:
http://stephenm.org/smfforum/index.php?topic=6833.msg65075#msg65075
Basically, I think that cutting the exaggerated route revenue by a substantial margin would rein in the explosive growth in the early game. Rather than energizing players with the prospect of billions to be made, I think the current structure strips out a lot of the strategic decision-making that would otherwise be required. At present, the early game is simply a headlong rush to add planes and routes that requires little planning or analysis. Cutting revenue drastically would force players to choose new aircraft and select routes more judiciously. It would also delay the late-game continuous price-cutting that becomes tedious as bases and routes become saturated.
Finally, in a different vein, I'd like to see a sprinkling of random events that require decisions by the player; this would also liven things up. Note that I'm NOT suggesting those simple types of events where a player is simply informed something good or bad happened and he made or lost five million. I'm suggesting the addition of decisions that offer a couple of options, each with a balanced set of benefits and disadvantages, thus requiring a little head-scratching by the player. But this is a subject for another thread.
ETA: I absolutely agree that games in progress should not be revised. I think that running one or two public test worlds with a simple fix (that cuts revenue to a level that ensures a decent profit but no more) would be a useful test. Both to see if the game runs properly and to gauge player reaction.
General Chat / Re: Question on the Revenue Model
« on: February 23, 2012, 04:09:49 am »General Chat / Question on the Revenue Model
« on: February 22, 2012, 09:48:23 pm »So my question is simple: why is this happening? A basic real-world check tells us that the prices for all of these flights should be fairly close together because the game does not offer multiple classes of service or discounts or other differentiating factors. It's obvious that, all else being equal, multiple frequencies drive down the price significantly and, in so doing, distort the real-world economics rather severely. Because, with rare exceptions, your average real-world passenger is not particularly price-sensitive based on flight frequency or aircraft model. So, again, why is this happening? But I guess my real question is this: aren't there a few simple changes that can and should be made to AM to better model real-world economics? Shouldn't the gap for different frequencies be narrowed or closed altogether? If not, why not? Is there a purpose or benefit to basing the game on an inaccurate economic model? And the biggest question of all: shouldn't the overall net revenue produced for any given flight be drastically reduced? Note that my intent here is not to drive the game to model the near-bankrupt operation of many carriers. Rather, it's to revise the revenue model to produce a more reasonable rate of return that would require some additional strategy on the part of the player to succeed. [All questions asked with warm, fuzzy affection.]
General Chat / How to Fight a Major!?
« on: June 18, 2008, 05:51:24 am »Alliances / Reminder: Alliance related posts
« on: May 26, 2008, 09:55:08 am »General Chat / A Cheeky Disquisition on the Revenue Model
« on: May 13, 2008, 06:18:32 pm »The admins want to maintain a, how can I put this delicately, INSANE revenue model for fear of scaring the horses. Fine and good, that's their right, it's their game. But here's the rub: they are pursuing a self-defeating strategy. The very blessing that they think they are bestowing upon the benighted beer-and-pretzellers is, in fact, a curse. Here's why: the game consists of two parts -- the expansion phase and the competition phase (the dreaded saturation that the pretzels detest). The early expansion is fun -- building an airline, adding routes and bases. It's easy -- and required if you want to win -- to build up a 100-plane, 300-route carrier in no time. But then the competition kicks in. And the pretzels become distraught because two things have occurred. Their 300% annual growth rate has been reduced to 20% and they've been forced to enter the Spreadsheet Olympics. And, yea verily, they become dyspeptic. And they bring their angst to the forum, bemoaning the $1 routes and the saturation and the 10-frequency maniacs -- all, by the way, manifestations of normal, if aggressive, free-market competition. Conditioned to the easy early profits, they rebel when the real game starts and their path to 500-Billion-EuroWorld is blocked. And so they complain and/or leave the game. So, I renew the call: stop the madness, you're killing them with kindness. The very blandishments you're tossing at them are driving them to distraction by making the second half of each round more tedious and difficult. Cut the revenue growth by two-thirds. By itself, this will rein in the frenzied early pace, reduce carpal-tunnel distress from the endless fare corrections by 80%, and reserve the bloodletting fare wars to the final years of the round.
For those of you gathering up torches and pitchforks, please answer this question first: if I'm wrong, how do you explain why so many airlines drop out of each round after two years?
General Chat / Company Cash vs Retained Earnings
« on: May 10, 2008, 03:19:23 am »General Chat / A Deep Philosophical Inquiry Into The Very Soul of AM
« on: April 03, 2008, 04:03:16 am »On your current post, there's not much I can add. I see a lot of potential for AM and I think, with MW imminent and the (possible) addition of variable difficulty, there's the potential for all of the demographic slices to find a comfortable spot. For me personally, as one of those strategically-retentive types, I enjoy the game very much even though I grit my teeth occasionally at some of its limitations.
General Chat / A Deep Philosophical Inquiry Into The Very Soul of AM
« on: April 03, 2008, 02:00:00 am »General Chat / A Deep Philosophical Inquiry Into The Very Soul of AM
« on: April 03, 2008, 01:20:52 am »I've heard others say this and I simply don't understand the argument. Surely the imposition of a crude approximation of the myriad taxes assessed in the real world is a modest step toward realism since the current situation is no tax whatsoever. And, for what it's worth, I've never advocated this as a final result.
Meanwhile...I've engaged in a fair amount of discussion (here and elsewhere) about what the dreaded Easy Crowd wants and why they want it. Interestingly, I've never actually heard one of them come out and say "We want an easy game in which we make a billion euros overnight". Are we certain that this is the case? One can certainly infer this from some of the aforementioned squawking (I have) but has this been directly stated?