This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Implemented Suggestions / Re: View sent messages in game
« on: June 16, 2011, 11:37:01 am »[+] Suggestions / Purchase price on leasing page
« on: June 10, 2011, 05:26:42 am »I tend to think this is more useful that the plane's actual value - which is affected by depreciation over time - and gives a better idea to the person leasing the plane as to how useful an aircraft will be. It would also allow those browsing the market to tell the difference between different engine variants more easily.
Flight Simulators & Online Flying / Re: Flight in Tahiti - Screenshots
« on: May 13, 2011, 04:57:09 am »You can't see it here, but Bora Bora is actually an big island surrounded by a bunch of smaller ones (which you can see in the pictures) - the island the airport is on actually takes up most of it.
[=] Suggestions / Re: Raise fuel consumption or fuel costs
« on: May 06, 2011, 06:32:18 am »Flight Simulators & Online Flying / Re: Flight in Tahiti - Screenshots
« on: May 01, 2011, 09:24:57 am »General Chat / Re: Favorite Large Aircraft
« on: April 26, 2011, 03:10:55 am »[=] Suggestions / Re: Lounges
« on: April 20, 2011, 07:23:37 am »[=] Suggestions / Re: Lounges
« on: April 19, 2011, 04:17:31 pm »Instead of one player paying for a lounge completely (which raises issues of feeding), maybe lounges could have a certain cost to establish them (probably proportional to the airport size - like a base construction fee) and then take an additional fee per passenger transported through (probably fixed - similar to general airport fees). In terms of alliances, the construction fee would be paid by a single airline, but the per passenger fee by the airline running the flight. It would make people think more about how they utilise airports - in terms of maximising usage of airports with lounges to maximise ROI on the lounge construction.
Flight Simulators & Online Flying / Re: Illegal things you have done in Flight Sim
« on: April 18, 2011, 02:02:35 pm »[++] Suggestions / Re: state in advance that creating a hub cost $12,000,000
« on: April 11, 2011, 06:05:41 am »Game Strategy / Re: FAQ
« on: April 10, 2011, 03:01:04 am »It's fairly easy to work out for the person leasing in. Simply multiply the daily profit by 24 - giving you the monthly profit - and compare it to the leasing fee (which is always monthly). Maintenance is paid by the owner, so you need not worry about that. The only other cost is gate fees - which are fairly minimal, and can be estimated based on which airports you fly to. If you're calculating them, consider that firstly they are monthly, and secondly the fees can be "shared" between aircraft if multiple ones are using a single gate.
In terms of leasing out a plane, you can't really calculate anything because the individual maintenance fees for aircraft aren't given (due to the way maintenance is calculated). You need to consider two things: the duration of the lease and the amount you're charging.
I tend to go for 10% of aircraft value and generally not much more than 5 years (i.e. ensure it is off lease at around 5 years - so if its 3 years old already, only offering it on 2-3 year leases).
You may also wish to try the higher turnover option - leasing aircraft for more like 2-3 years, and selling them second hand as soon as they are returned. You will often be able to get a decent amount of their value back (esp. in larger public worlds). As a rule, I assume that people will keep the lease until it expires - not that they will return it early - and plan accordingly.
Leasing in planes is a fairly risk free venture - as you have minimal investment required (less than buying planes) and you can get rid of the planes whenever you want. By contrast, leasing out planes is fairly risky - with considerable upfront and continuing costs - and no way to stop those costs other than waiting out the duration of the lease. It is quite easy for planes to become a burden (i.e. cost) for you if you don't choose the right conditions early on. That said, it can be a easy way of making money (no continual editing of routes!), if you get things right, and can provide some more interaction with other players in the game.
General Chat / Re: Private Worlds
« on: April 05, 2011, 12:23:31 am »In terms of inactive airlines, perhaps that could be an option for the world creator. I think different players and world creators could want different set ups. Some creators may want control over the world they paid for, where as others may not want the effort or "bad guy" feeling of having to check up on everyone and throw people out. Likewise with players, some might want a world where they can go away for a while and still have an airline, others might want to ensure the world stays healthily busy through the game.
[-] Suggestions / Re: Cargo?
« on: March 28, 2011, 02:18:51 pm »That said, it is a bit false to make maintenance costs cheaper - in real life it's not so much the lower running costs (indeed, the older planes may be more costly to run) as the fact that they are costly to overhaul/modernise (for passengers) and that they provide a more likely return on investment (i.e. minimal investment, making them easier to profit on).
Those sort of factors are less of an issue in AM, in the former because plane age has no effect on passenger revenue, and in the latter because you are basically guaranteed revenue on anything other than the busiest routes.
[-] Suggestions / Re: Cargo?
« on: March 27, 2011, 09:21:01 pm »That said, starting out, it would be preferable to have some kind of system rather than none - it can't be entirely realistic from the start.