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Messages - crabking

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1
General Chat / account deletion
« on: January 29, 2008, 10:40:00 am »
Would like my airline dissolved.

Name:  Crablines
Airline ID:  5638

Has been fun, but it just isn't worth the time it takes having price wars over a dollar difference on a dozen routes.

2
General Chat / Pricing and resultant wars...
« on: December 15, 2007, 05:20:41 am »
Quote from: "LOT 737-300"
Well, I think you can always send a message to that airline and try to talk things out, I think that there is a fair amount of airlines out there who would be more than happy to deal things out than make a fare war.


Thing is - noted this on tons of routes - there just isn't any negotiation to be had; adjust prices or your route figures go down with a few bucks difference.  Even running the same prices you often have to undercut because it's the only way to see a high (if not 100%) loadfactor and the profits you're counting on with that route and a 30 mil plane.  So - either too sharp a curve for customer preference with pricing or not loose enough with overall competition for pax, I suppose - but not something that can be negotiated when a dollar literally means the difference between 100% figures or 15%.

On 150k/day routes - that's a big thing.

3
General Chat / Pricing and resultant wars...
« on: December 15, 2007, 05:18:03 am »
If I could code/think worth a damn, I'd do this - vaguely speaking...joys of never getting enough sleep:

Brand-name value of airline - length of time it's been around, number of routes, number of passengers, possibly with a cost/profit thing thrown in.  Cheat a little on the numbers here and there to as to favor the extreme ends of the curve - Southwest and, say, Alaska Airlines both get equal weighting initially - size of company or price advantage.  Progressively start averaging things out to middle of spectrum with each rollover update to profits et al.  Same as new route advantage I've read about, I guess.  My crap assumption is that ultimately the long-run players and the neophytes ripping off the current 'system' would eventually balance out and have to behave economically.

Plane age/route frequency - I'm guessing vaguely it can be tied to turn time frequency, maybe?  More turns - more whacks.  People running huge freqs or old planes or just 50 routes experience degraded performance from their machines; value loss, profit loss, pax loss.  Older means less efficient.  I don't think it's be too hard to crumble in some quick - albeit painful - adjustments there.

Otherwise, this game is far too fun.  Probably not explained the best - I am eclectic, for that, my apologies.

4
General Chat / Pricing and resultant wars...
« on: December 15, 2007, 05:02:07 am »
Something I've noticed after turning into some big airline (boooo!) is the whole $1 wars and such.

I wonder - is there any way planned or possible to average things out?  You drop your price a buck, wait for your competitor to come around and do the same, repeat....encourages micromanaging and time expense over good ol' route fun.

Not really complaining - price of doing bidness - but I can't see customers going hogwild over a buck IRL.  

Any sort of fuzzy logic in the works?

5
General Chat / Base/terminal building!
« on: November 27, 2007, 07:53:16 pm »
Will offer no suggestions - but entry into huge cities is impossible after a pretty short time.

I'm finally starting to learn the game and I'm stymied.

Even with exorbitant capital to build my own gates/etc - can't do so.

Need 4 gates somewhere just to get a foothold.

Seems that with the whole gate shortage one should still be able to just build their own damned terminal - even with huge expense involved.  Or I could be an idiot.

Short of killing the game for a good, long bit - letting it fester for the rest of the game period, or going with multiworlds to fill up - something's gotta be done.  We're past saturation already.  Or not - interesting question of capitalism involved there. :p

6
General Chat / Big Thanks!
« on: November 27, 2007, 07:47:28 pm »
Lucky....errrrg....ahem....shouldn't say that here.

I'm kinda sad, actually.  I grabbed Austin-Bergstrom, stole the gates away, built a base/terminal, released 4 gates (grabbed 3 initially) for others, and went on my merry way.

I wish others were so considerate.

Here I am unable to expand at this point.  Kinda losing its fun now.

7
General Chat / Some Players are killing the game
« on: November 14, 2007, 04:08:29 pm »
I dunno - maybe I'm still just small, but I think the game does a pretty good job of limiting growth.  Basic economics create a ceiling - you can only make so much, can only buy so much, and competition is fierce.  Heck, gotta wait at least a day (where I am) to buy one decent capacity jet.

Seems like you're far better off just going with multiworlds - spread out the large number of people and expansion won't be such an issue.

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